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Moltenchannel's council decisions

Our uniform shall be blood (red)
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Danger room training shall be forbidden.
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Voting closed: April 02, 2013, 10:22:42 am


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Author Topic: Moltenchannels - The magma flows - FINAL TURN (Ardentdikes II)  (Read 401569 times)

Wastedlabor

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Moltenchannels - The magma flows - FINAL TURN (Ardentdikes II)
« on: January 12, 2013, 06:49:28 pm »


~ Moltenchannels ~

(Ardentdikes II)

Prelude:
Spoiler (click to show/hide)

DF Version: 34.11
Tileset: The original save uses IronHand. There's no raw customizations, except for enabling human diplomats with DFHack, so replacing the raws with vanilla or your tileset's default ones should be fine.
Ardentdikes thread: here. TL;DR: here.

General rules:
1. Each player has one in-game year to run the fortress.
2. Each player has two weeks of real time to finish their turn. This timeframe may be changed if deemed necessary. Take as much time as necessary to complete the turn, but give regular updates, lest we throw you into the bees pit while you sleep.
3. Once the previous' players turn ends, you have 72 hours to begin your turn before we throw you into the bees pit AND then into the eternally-burning-zombie-forgotten-beast-ridden cavern. You won't get free sandwiches there.
4. If you changed the tileset in your save by replacing the raws, specify it when posting the save.
5. Try not to kill the fortress.

Dorfing rules:
1. When a dorfed dwarf (named after a player) dies, redorf them with an incremental roman number. I.e. Urist McAwesome -> Urist McAwesome II.
2. You can freely play with undorfed dwarves' professions, but try to respect changes from previous overseers and to make the names relevant to the dwarf's role/history in the fort.
3. You can dorf yourself during your turn if you aren't dorfed already.
4. You can arbitrarily name undorfed dwarves, up to 5 (besides yourself), unless there's only 10 or less unnamed dwarves available.

The Ardentdikes style:
1. Try to build a nice aboveground fortress.
2. Magma dikes > Magma moats.
3. A device to cleanse the fortress with magma is mandatory. This is how Ardentdikes survived the rotting extract spiral. Twice.
4. Automated traps that kill enemies and innocent bystanders are awesome.

Succesion List:
1. Wastedlabor. 1 2
2. dhokarena56 1
3. notquitethere 1 2 3 4 5
4. UristTheGrey 1 2 3 4 5 6
5. eharper256 1 2 3 4
Udib's interlude
6. ☼!!Troll Fur Sock!!☼ 1 2
7. Triaxx2 1 2 3 4 5
Udib's interlude II
8. DuckThatQuacks 1 2 3 4
9. CaptainArchmage 1 2 3 4,5 6 7 8 9 10 11 12 13 14 15 16,17,18,19,20
10. bp920091 1 2 3,4,5 6
11. Urist McKiwi 1 2 3 4 5 6 7 8,9 10 11,12 13 14
12 (alternate turn). Triaxx2 1 2 3 4 5 6 7
CaptainArchmage's (alternate) report 1 2
12. CognitiveDissonance 0 1 2
13. CaptainArchmage 0 1 2,3,4,5 6,7 9,10 11 12 13 14 15 16
Migrant Welcoming Transcript
Udib's Interlude III
-- (continued) 17 18 19
14. notquitethere 1 2,3,4 5,6
15. Urist McKiwi 1 2 3,4 5,6 7 8 9 10 11 12 13 14
16. Triaxx2 1 2,3,4 5 6,7 8
17. CaptainArchmage 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
Urist McKiwi's Interlude I
-- (continued) 18 19 20 21 22 23 24 25 26 27
18. Urist McKiwi 1 2 3 4 5 6 7 8 9 10, 11 12 13 14, 15 16 17 18 19 20 21 22
19. Triaxx2 1,2,3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18,19
20. CaptainMcClellan 1 2 3
21. Wastedlabor 1 2 3 4 5 6 7 8 9 10 11 12 13
22. notquitethere 1 2 3 4 5
Urist McKiwi's Interlude II 1 2
-- (continued) 6 7 8
23. Urist McKiwi 1,2 3 4 5 6 7 8
24. Ghills
25. CaptainArchmage
? bp920091
? Psuedonym
?. KJC3
?. InsanityIncarnate

Initial save: Here.

Current save: Just check the last update.
« Last Edit: September 10, 2014, 07:12:38 am by Wastedlabor »
Logged
He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

Wastedlabor

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #1 on: January 12, 2013, 06:50:06 pm »

Here's the world
Spoiler (click to show/hide)

The Strategic Bodices, our civilization
Spoiler (click to show/hide)



Stonesense pics
1089
1096

Quotes
Spoiler (click to show/hide)
« Last Edit: September 06, 2014, 09:18:36 am by Wastedlabor »
Logged
He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

AnimaRytak

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #2 on: January 12, 2013, 06:51:58 pm »

May I request a dorf?
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[RUMGOD][MURDERMACHINES_OVERLORD]
Quote from: StLeibowitz
Quote from: Yuli Vlasi
It's probably worth mentioning that AnimaRytak is the only ecstatic dwarf in the entire fort.
Quick, check him for rum! The bastard's probably spirited some off to his lair office, to act as pleasant refreshment as his evil scheme unfolds!

Wastedlabor

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #3 on: January 12, 2013, 07:04:36 pm »

Dorfing is free for all. Here's the first seven and their gender:

Logged
He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

AnimaRytak

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #4 on: January 12, 2013, 07:09:05 pm »

I'll take the blacksmith!  Name him AnimaRytak
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[RUMGOD][MURDERMACHINES_OVERLORD]
Quote from: StLeibowitz
Quote from: Yuli Vlasi
It's probably worth mentioning that AnimaRytak is the only ecstatic dwarf in the entire fort.
Quick, check him for rum! The bastard's probably spirited some off to his lair office, to act as pleasant refreshment as his evil scheme unfolds!

StLeibowitz

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #5 on: January 12, 2013, 07:21:04 pm »

Name the Butcher of Trees Saint, please!
Logged
Generally, when one is conducting an experiment, it is worth noting that the observers went insane, killed each other, and then rose from the dead.
It's like DF inhaled a peanut.

Wastedlabor

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #6 on: January 13, 2013, 05:41:23 am »

Forgive the garbled accents, I use IronHand's tileset on vanilla raws.

Saint Burytowers, Butcher of Trees (aka Carpenter):
Spoiler (click to show/hide)

AnimaRytak Chamberbulb, Blacksmith:
Spoiler (click to show/hide)
« Last Edit: January 13, 2013, 05:43:11 am by Wastedlabor »
Logged
He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

☼!!Troll Fur Sock!!☼

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #7 on: January 13, 2013, 06:39:57 am »

Count me in for the succesion list.

Also, can I haz the mechanic?
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Quote from: Necrisha
while I'm processing immigrants
Therefore, starve your metalsmiths for maximum gains.

notquitethere

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #8 on: January 13, 2013, 07:05:25 am »

Go for the nurse and call it Cutey (for my initials). And can I join the succession? I'm fond of death traps and fonder of pit fights.
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Wastedlabor

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #9 on: January 13, 2013, 07:41:08 am »

Troll Fur Sock Craftloves, our humble mechanic and architect:
Spoiler (click to show/hide)

Cutey the "sweet" nurse (amd chief doctor till we find a better diagnoser):
Spoiler (click to show/hide)
Logged
He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

notquitethere

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #10 on: January 13, 2013, 08:10:06 am »

How appropriate, I too am fond of mittens and bogeymen for their terrifying antics.
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Wastedlabor

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #11 on: January 13, 2013, 11:46:51 am »

Spring of 1081
It didn't take long before the migrants started to regret following me, for they barely had time to rest when I had given them already extensive orders about what trees to cut, what rooms to dig, and what walls to build. Fortunately, the land is joyous and the weather tolerable. We work fast and undisturbed, while the emus hunt for insects in the removed sand.

1st Slate
Work progresses well, though one corner of the wall had to be redone as they miscalculated the distance to the stairs. The dirt layer is shallow and we soon hit ore bearing layers. Copper seems to be abundant, and we have found also some hematite and a bit of aluminum.

The levers room is the first one to be useable, followed by the carpentry. Summer arrives when we have barely started to dig some space for the forges. We are still living off the food supplies we brought --hopefully we'll have some accomodations and fresh food before autumn, though I doubt we'll have anything to sell when the caravans pass by.

Summer of 1081
2nd Malachite
Good grief, a herd of unicorns approaches the unfinished walls. These beasts probably are upset we are invading their land.

Spoiler (click to show/hide)

Everybody went to work underground while the guard and the lumberjack watched the entrance --well, everybody but Troll Fur Sock, he decided to take a break. Fortunately they moved on without bothering us.

18th Malachite
Eight migrants and two children arrived following our trail. There's three generations of the same family among them, and they seem to have been bouncing around a bit. We definitelly need more hands, though they'll have to start working on getting some food if they want to stay.

« Last Edit: January 13, 2013, 06:44:46 pm by Wastedlabor »
Logged
He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...

☼!!Troll Fur Sock!!☼

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #12 on: January 13, 2013, 12:13:53 pm »

Everybody went to work underground while the guard and the lumberjack watched the entrance --well, everybody but Troll Fur Sock, he decided to take a break.
Long, pointy horns you say? Pathetic, I say. A real dorf doesn't cancel his break because of something like that.
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Quote from: Necrisha
while I'm processing immigrants
Therefore, starve your metalsmiths for maximum gains.

UristTheGrey

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #13 on: January 13, 2013, 02:40:28 pm »

Can I be dwarfed as the hunter? Also can I get a turn? The above-ground magma has so much potential
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Wastedlabor

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Re: Moltenchannels - Rising from the ashes (Ardentdikes II)
« Reply #14 on: January 13, 2013, 05:51:49 pm »

Autumn of 1081
"Your skills are more than welcome, Urist the Grey Boltedstrike. We need someone to start assembling a squad of marksdwarfs, though you can probably keep hunting for another year, before the goblins find us."

Spoiler (click to show/hide)

More migrants arrived. We are 22 now.

We installed some provisional beds in the dinning room. We won't add bedrooms this year, as there's already plenty of rooms to finish.



I mandated the construction of a magma chute with bridge gates on the first six levels, so magma can be fed to any of them for whatever needs, including the forges.

11th Timber
The first dwarven caravan arrived. The depot wasn't built in time, too many dwarves were busy with the magma bridges. There's nothing to trade anyway, as Troll Fur Sock has been slacking again.

A flock of keas decided to bother the merchants. The caravan guards couldn't fight all of them at once, so Urist the Grey and a ranger were sent to help. They shot down four.

Winter of 1081

I asked the mountainhomes to send us more alcohol and a few raw materials. The farmers installed a few nests for the ducks. I secretly hope they'll protect us from Urist McDuck, somehow.

The reservoir well progressed too slowly, and it will be barely clean of stones and ready to be filled by the end of the year.

We also installed the first forge:



There's still no magma for the forges. We ran out of alunite mechanisms and we have linked only the two top magma bridges.



The edge of the volcano can't be channeled until the other four are linked too.



The farm area was ready to start producing some food. We butchered a few animals, including some delicious kittens.



The spring arrives. The inner fort is finished, including two bridges that will arch over the future dike. All the planned digging was done just in time. The provisional miners went back to their main professions and the job was passed to new migrants. We also have assembled two squads; The Old Gang has four melee dwarves and The Joyous Piercings have two marksdwarves. They are still unarmored, though, and I've seen our lumberjack walking around with a training axe.



I hand the pickaxe too and retire finally to my arcane studies. I'm sure these dwarves will work happily and make the fort prosper --for most of them, Urist McDuck is only a tale to scare the children.

Save file: Here.
« Last Edit: January 13, 2013, 05:55:35 pm by Wastedlabor »
Logged
He stole an onion. Off with his head.
I wonder, what would they do if someone killed their king.
Inevitable, who cares. Now an onion...
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