v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Difference between revisions of "User:Kidinnu"
Jump to navigation
Jump to search
(Update with yesterday's beh fortress and today's OK one) |
|||
Line 34: | Line 34: | ||
| Approach magma | | Approach magma | ||
| c 30 dwarves, good bethabara but not happy with planned interior layout, haven't done anything to exploit caldera yet. | | c 30 dwarves, good bethabara but not happy with planned interior layout, haven't done anything to exploit caldera yet. | ||
+ | |- | ||
+ | | 4 | ||
+ | | [[User:Kidinnu/8998|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 | | 6 | ||
Line 74: | Line 83: | ||
| Invest goblin fort; minimize specialization (Earth/Water/Fire/Wind/Void castes) | | 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. | | 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 | ||
+ | | [[User:Kidinnu/8998|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= | =Fortress Ideas= | ||
Line 82: | Line 100: | ||
* 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. | * 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.) | * 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 | + | * Try the "Night's Watch" idea. Probably wants at least a 4x4. |
− |
Revision as of 21:48, 18 November 2007
Scouting reports:
Active Fortresses
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. |
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
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
- Undermine a waterfall and build a dwarven fortress around constrained waterflow; could do with 3x5 if I found the right terrain.
- 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.