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Editing User:Squirrelloid/Nodxusta Lide Zuden

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...or my new leatherworker could be taken by my first mood... Damn secretive bastard, you're supposed to be *digging*!
 
...or my new leatherworker could be taken by my first mood... Damn secretive bastard, you're supposed to be *digging*!
 
[[Image:SquHumArt1.PNG|400px]]
 
 
Thanks, I'm so glad you could make that for me...  At least i got a legendary leatherworker out of it...
 
 
Autumn rolls to a close and this is where my fortress is at:
 
 
[[Image:SquHumEndAut3D.PNG|400px]]
 
 
Brown rectangles are siege engines (B-Ballistae, C-Catapult) with an arrow showing direction.  The catapult is for training.  Grey square is the (new) depot location, yellow square is the bridge across the moat (with yellow triggering lever). 
 
 
Circles: Grey is stone industry, Green is glass industry, light brown is wood industry, dark brown is farming, blue is cloth industry.  The open pit is my sand pit (only permanent feature of all those...
 
 
Tavern is coming along.  Black Gr-> is pointing to the graveyard offscreen, which wouldn't show up anyway in 3dwarf (although if Visual Fortress would work for this map you could at least see the statue).
 
 
Winter starts and Huzzah, another mood!
 
 
[[Image:SquHumMood2.PNG]]
 
 
Wait a minute, is that my weaponsmith?  lol, and here i thought i wouldn't do much metal industry... so silly.  Hmm.. i have 5 total bars of metal...
 
 
[[Image:SquHumArt2.PNG|400px]]
 
 
A silver pike, heh.  At least its worth talking about...
 
 
Winter is otherwise uneventful (where's my orc siege?), and here's where things stand approximately at the end of the year:
 
 
[[Image:SquHumSpr206.PNG|400px]]
 
 
[[Image:SquHumSpr206Fort3D.PNG|400px]]
 
 
(same color coding, black circle is my metal industry, such as it is...)
 
 
==Year 206==
 
===Spring and Summer===
 
Elves.  Oh yay.  Eh, I can use some more cloth i suppose - desperate need of bags...
 
 
And *more* migrants.  *24* of them.  Well that more than doubles my population, oh yay...
 
:Miner (we'll take him!)
 
:Gem Cutter (ew) -masonry
 
:Armorer (lol, what metal industry?) - siege operator!
 
:Leatherworker (another one?) -masonry
 
:Glassmaker (win!)
 
:Weaver (possibly useful) - siege operator!
 
:Bonecarver (again?) -masonry
 
:Woodcrafter (...) -masonry
 
:Miller -draft
 
:Milker -draft
 
:Butcher -masonry
 
:Woodburner (useful) -needs to dabble in something... uh... I'll think of something
 
:Cheesemaker -draft
 
:Fishery Worker (Dissector/Fisher/Cleaner = useless) -draft
 
:Fish Cleaner -draft
 
:Peasant -draft
 
:Peasant -draft
 
:Peasant -draft
 
:Peasant -draft
 
:Peasant -draft
 
:Child (boo)
 
:Child (more boo)
 
:Child (Can i feed them to the orcses?)
 
:Child (please?)
 
 
Mmm... 10 recruits to see who survives as a wrestler!
 
 
Of course, i continue my streak of a new migrant gets a mood before i can do anything to bias their mood skill... a woodcrafter... oh yay, i'm thrilled.  He makes this:
 
 
[[Image:SquHumArt3.PNG|400px]]
 
 
By the end of spring the Tavern is... mostly... completed.  I have to lay some floor tiles on the ground floor, but otherwise its done.
 
 
Summer brings a human caravan which gives me some pearlash, some metal bars, some food, and some leather, and a pile of wood.  Yes, wood.  Despite this map's abundance of trees, I'm burning through them pretty quickly for my glass industry.  This is what the caravan sees, more or less:
 
 
[[Image:SquHum206Midsummer.PNG|400px]]
 
 
Construction finishes on an extension of my walls, and on some one-way ramps.  I now have a system by which i can make invaders run down a long corridor into my ballista's path.  Also, automated upright spikes coming soon!
 
 
And I get yet more migrants.  Dear god...
 
:Stoneworker - good deal
 
:Metalcrafter - plausibly useful eventually
 
:Armorer - Siege Operator!
 
:Woodworker - (carpenter/woodcutter/bowyer), ok
 
:Clothier - have one, masonry
 
:Glassmaker - more win!
 
:Peasant - masonry
 
:Peasant - masonry
 
:Peasant - masonry
 
 
Noticing a trend?  One of my children also grew up - guess what she's working on?
 
 
No orcs yet.  Seriously, I thought i would be getting swarmed by feral goblinoids, not dealing with a trickle of mere thieves...
 
 
[[Image:SquHum206Thief.PNG]]
 
 
...ok, maybe a little more than a trickle...
 
 
And as the caravan leaves, this is the state of my fortress:
 
 
[[Image:SquHumSum206Fort.PNG|400px]]
 
 
You might notice the insane number of masonry workshops i have - they're all spitting out blocks right now...
 
 
[[Image:SquHumSum206Fort3D.PNG|400px]]
 
 
For your convenience, color and shape coding is constant with previous images.  Some new designations - the black square is my current 'barracks' area - ie, an armor stand so my military will wrestle.  The pink circle off the bottom is the approximate location of my graveyard and statue garden, to get lollygagging dwarves and animals out of the way of productive work! 
 
 
Each yellow rectangle is a bridge, set up so i can allow caravans in from the side of the structure, and stop them from coming down the long corridor, but can open the long corridor for sieges and close off the side entrance.  Another bridge lets me seal off the corridor - aka shooting gallery.  A final drawbridge seals the depot so no stray bolts from invaders find their way into there. 
 
 
The far blue arrow points to some one-way ramps at the end of the corridor - once you're in, you're in.  The blue arrow marked CNTR is the future center of the town.  Towards us you can see the start of the town church, and the small structures going in near the tavern are going to be houses and workshop areas.
 
 
===Autumn and Winter===
 
[[Image:SquHumRealRoad.PNG]]
 
 
I burn through stone blocks at a frightening rate.  Fortunately, there's all this 'road' that isn't actually a road, so I'm tearing it up to lay a real road, and netting the difference in blocks for other purposes.  Also, i want a fountain in my town center, so i need to be able to drain said fountain, which means the road has to move anyway.
 
 
And Autumn brings me my fourth mood...
 
 
[[Image:SquHumArt4.PNG|400px]]
 
 
On one level, i'm happy to have a legendary glassworker.  On another, wow, what a crappy artifact.  Of course, I need them to start collecting 10 ingredients to have any decent shot at something that was worth the time to create in value, because i have no massively valuable resource like adamantine.  Also, my moods have been a pretty bizarre fraction of my labor pool - where's my masonry mood?
 
 
And guess what, more migrants!  That's right, 3 seasons in a row... My town is only worth a few hundred thousand... uh... humanbucks, so what are they so thrilled about?  They are:
 
:Miner (ok, i can use another i suppose...)
 
:Carpenter (ok)
 
:Armorer -siege operator
 
:Glassmaker (#4)
 
:Clothier -mason
 
:Brewer -more mason
 
:Peasant -obvious
 
:Peasant -more obvious
 
:Child (they burn!)
 
 
I spend the rest of autumn and all winter on construction.
 
 
[[Image:SquHumEnd206Fort.PNG|400px]]
 
 
You can see the groundwork for the fountain laid here.  To the right, the church is going up.  The north tower will hold water to power the fountain.  The south tower may also hold water, i need to check and see if something works or not... =)  Lets just say plumbing might get complicated...
 
 
[[Image:SquHumEnd206Fort3D.PNG|400px]]
 
 
And here it is in 3D.
 
 
Winter is again peaceful, with nothing worse than some Rhesus Macaques.  Seriously lame.
 
 
Fortress statistics at the end of the year:
 
 
[[Image:SquHum206End.PNG|400px]]
 
 
==Year 3==
 
===Spring and Summer===
 
Spring brings flowers, elves, and of course, more migrants.  And another useless artifact, via possession no less...
 
 
[[Image:SquHumArt5.PNG|400px]]
 
 
The elves bring mostly rope reed.  Considering i'm making enough ropereed on my own, this is... highly disappointing.
 
 
Migrants:
 
:Dungeon Master - oh good, my priest arrived
 
:Miner -mason (seriously, i have plenty)
 
:Bowyer -mason (a third?!?)
 
:Bowyer -mason (4th...)
 
:Armorer -siege operator (I don't have enough fuel, i swear!)
 
:Weaponsmith -mason (have a legendary one already)
 
:Furnace Operator +blacksmithing?
 
:Jeweler -mason
 
:Jeweler -mason
 
:Planter (win!)
 
:Brewer -mason
 
:Dyer +plant processing (ok, i can use a second one)
 
:Tanner -mason + butcher + keep tanner
 
:Herbalist -mason
 
:Animal Caretaker -mason (animal caretaker? seriously?)
 
:Peasant -mason
 
:Peasant -mechanic (lets do something different!)
 
:Peasant -mason
 
:Peasant -mason
 
:Peasant -mason
 
:Crossbowman (win! Too bad my other military are all legendary now - talk about crappy wrestling/armor/shield/hammer training environment!)
 
 
Spring otherwise ends without incident, which brings us to summer.
 
 
[[Image:SquHumArt6.PNG|400px]]
 
 
Another possession, and another crappy artifact, oh yay.  I'm thrilled.
 
 
[[Image:SquHumSum207.PNG|400px]]
 
 
And the human merchants arrive, finding my town in the above state. Of course...
 
 
[[Image:SquHumSiege1.PNG]]
 
 
My first siege arrives just behind them and massacres them all.  Well, catch and massacre the last one of them, which causes the ones that are almost inside to *turn around* and run right back through the orcs... Brilliant...
 
 
Anyway, the orcs then promptly get themselves killed against my champions.  My ballista, on the other hand, was totally useless.  (Seriously, legendary siege operator, why can you not fire *straight* down a 3-wide corridor?  Legendarily useless you mean.)
 
 
[[Image:SquHum207Fort3D.PNG|400px]]
 
 
And construction proceeds unabated, despite the lack of traders.
 
 
Oh, and before i forget, more migrants!
 
:Carpenter +mason
 
:Stoneworker
 
:Weaver -mason
 
:Animal Caretaker -mason
 
:Thresher -mason
 
:Brewer -mason
 
:Peasant -mason
 
 
===Autumn and Winter===
 

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