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Difference between revisions of "User:Jellyfishgreen"
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# Shipyard (workshop) longships, oars from the carpenter | # Shipyard (workshop) longships, oars from the carpenter | ||
# rail road = metal bar + wood sleepers; carts can convert to rail carts for ore haulers/wagons for reduced travel energy cost | # rail road = metal bar + wood sleepers; carts can convert to rail carts for ore haulers/wagons for reduced travel energy cost | ||
+ | |||
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+ | == Ratman Island == | ||
+ | A few notes on my current fortress, "PlaitTorches", set on a volcanic tropical island with an existing cave system crawling with ratmen. Thus, Ratman Island, Sept 2008-. Version '40d. | ||
+ | # Used the Full Plate+Shield+Wrestling training system. Quickly my Sheriff became an Elite then Legendary wrestler, and the cleansing of the ratman cave system was a non-climax as his wrestler squad was not significantly challenged. No dwarf deaths. We have, however, lost about 5 dwarves since introducing edged-weapon training. | ||
+ | # Planning use of the surface magma vent was scrapped when we found a hidden subsurface pool. Magma furnaces working great, lots of glass production, lots of obsidian, but ore is rare. We were glad to find two copper veins but import everything else. Once the Mayor demanded Brass; I melted two zinc cages for alloy but a mad dwarf nipped in and made hanging Zinc rings on his artifact out of my precious reclaimed bar... | ||
+ | # Draining one vent into another to create a small magma-fall is inadvisable. I don't know if it counts as overflow but small 1-deep waves of lava formed on the surface and rippled around. Eventually some washed up on the wrong shore, burning down a kiln and we lost a craftdwarf. We reclaimed the vent with two controlled water floods, one to seal the magma-fall and one to conteract the waves by damping the furnace area. | ||
+ | # More successful was our dining-room waterfall. Windmill-driven pumps bring seawater up 3 levels to an existing (saltwater) pond system; a manual pump brings it up one more level before dropping it into the dining room where grates lead to the ocean-return drain. The floor is permanently damp but the dwarves are permanently enriched. | ||
+ | # Surprisingly we do have contact with the Dwarven civilization for trade (it's an island) but no other, and little wildlife except turtles and snailmen. Lots of trees for the taking, though, and no Elf retribution. | ||
+ | # A titan showed up in our fourth year; I activated the military once its intentions were clear. It chased a craftdwarf then killed a peasant holding her baby, trapped by a channel. Combined wrestlers and marksdwarves brought it down seconds later. The baby survived, Very Unhappy. | ||
+ | # 4th year stats: Pop.95. 5 Artifacts, mostly Crafts (obsidian + obsidian amulets etc). 8 Guards, half legendary. |
Revision as of 14:45, 6 October 2008
Proud mastermind of "Paintrag" in v0.23.
my dwarves be dancing
If you could read my mind love
What a tale my thoughts could tell
Just like an old time movie
'Bout a ghost from a wishing well
In a castle dark,
Or a fortress strong
With chains upon my feet -- Gordon Lightfoot.
So I've set up home in a sandy hill above a magma vent. Down deep there's a layer of obsidian, and I realized that if I site all the noble rooms there, I have smoothable and highly valued walls, and an excuse to mine out all that obsidian for furniture and trade goods and swords. If there's an accident, the noble rooms will be flooded with magma. So, win-win all around.
The idea pile
- legendary miners in sieging armies? Countertunneling, as in WW1
- Shipyard (workshop) longships, oars from the carpenter
- rail road = metal bar + wood sleepers; carts can convert to rail carts for ore haulers/wagons for reduced travel energy cost
Ratman Island
A few notes on my current fortress, "PlaitTorches", set on a volcanic tropical island with an existing cave system crawling with ratmen. Thus, Ratman Island, Sept 2008-. Version '40d.
- Used the Full Plate+Shield+Wrestling training system. Quickly my Sheriff became an Elite then Legendary wrestler, and the cleansing of the ratman cave system was a non-climax as his wrestler squad was not significantly challenged. No dwarf deaths. We have, however, lost about 5 dwarves since introducing edged-weapon training.
- Planning use of the surface magma vent was scrapped when we found a hidden subsurface pool. Magma furnaces working great, lots of glass production, lots of obsidian, but ore is rare. We were glad to find two copper veins but import everything else. Once the Mayor demanded Brass; I melted two zinc cages for alloy but a mad dwarf nipped in and made hanging Zinc rings on his artifact out of my precious reclaimed bar...
- Draining one vent into another to create a small magma-fall is inadvisable. I don't know if it counts as overflow but small 1-deep waves of lava formed on the surface and rippled around. Eventually some washed up on the wrong shore, burning down a kiln and we lost a craftdwarf. We reclaimed the vent with two controlled water floods, one to seal the magma-fall and one to conteract the waves by damping the furnace area.
- More successful was our dining-room waterfall. Windmill-driven pumps bring seawater up 3 levels to an existing (saltwater) pond system; a manual pump brings it up one more level before dropping it into the dining room where grates lead to the ocean-return drain. The floor is permanently damp but the dwarves are permanently enriched.
- Surprisingly we do have contact with the Dwarven civilization for trade (it's an island) but no other, and little wildlife except turtles and snailmen. Lots of trees for the taking, though, and no Elf retribution.
- A titan showed up in our fourth year; I activated the military once its intentions were clear. It chased a craftdwarf then killed a peasant holding her baby, trapped by a channel. Combined wrestlers and marksdwarves brought it down seconds later. The baby survived, Very Unhappy.
- 4th year stats: Pop.95. 5 Artifacts, mostly Crafts (obsidian + obsidian amulets etc). 8 Guards, half legendary.