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− | ===Bisolkib "Peacenet"===
| + | Jeez, its been ages since I last played. Evidently the new version seems to have changed a lot. Earlier I used to get around 20 migrants per year. In my current one, I reached 150 dwarves in 4 years (and I was playing quite slowly). |
− | This is actually my second fortress, my first was in a nice forest, with ponds (stagnant water and turtles), tons of trees and shrubs. Now I chose a large area for this fort as the bottom right has a chasm, bottom left has a volcano, top right has a foresty-area and all the rest is mountain.
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− | ==301== | + | ==Why the dwarves forgot about the beast== |
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− | =Spring=
| + | One of em appeared in my fort, a giant humanoid comprised of steam, with huge scary mandibles, and for some reason undulating rhythmically. It scared the shit out of me, because I had absolutely nothing in the way of an army, and the only defence I had in the cavern was a door surrounded by cage traps (to capture the assorted evil building destroyers). It destroyed my nice door, and then ran up to kill my herbalist..... |
− | We have arrived! In the middle of a brook. Well, from a first glance the place seems full of rare metals (there's gold on the spot I really feel like starting in). The chasm is full of weird creatures who keep pushing each other in. And the volcano seems like something I shouldn't touch for a while....
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− | I have food, drink, seeds, picks and a battle axe. And 2 dogs, a horse and a two humped camel.
| + | The Forgotten Beast punches the Herbalist in the upper body, but the attack glances away. (x20 or so) |
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− | I start my miners digging. I've planned for a well room, a food-related-workshop area, a dining hall, living quarters, a food stockpile area (currently I'm using a temporary outdoor one), a wood stockpile/wood-related-workshop area and similar areas for cloth/leather, gems and metal. Oh and also a 'war area' which will consist of siege workshop and bowyer's workshops.
| + | WTF?!? |
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− | I have my woodworker deconstruct the wagon and begin chopping down wood. My grower/herbalist is busy gathering plants while my cook/brewer is fishing. I am getting shad, salmon, steelhead trout, mussels and turtles here.
| + | Eventually the herbalist's kitten joined in the fray and scratched out a couple of his arms. Furthermore, while the dwarves and cat were totally unaffected by the steam, it appeared that the beast itself seemed to get hurt by it from time to time (more WTF). Finally a random peasant kicked him in the head (which promptly flew off). |
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− | =Summer=
| + | No wonder it was forgotten..... |
− | It's started raining.
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− | My woodworker begins making some required stuff (i.e. beds, bucket, table). The table is just to make a meeting area to attract my animals back to the fort before they get killed.
| + | ==Beast Sickness== |
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− | My miners complete the well room. I've dug a c-shaped tunnel from the brook under the room, so water supply is ensured. Now for the wells! I can make blocks anytime, and I have buckets at the ready but...damn, no rope. Nevermind, the caravan's coming soon. | + | My third FB was an angry rhinoceros beetle that emitted deadly gas. I'm not sure about the deadly part. It got raped by the 50 or so slackers I drafted and sent to finish it. However, its true effect was only seen after its death: many of my dwarves now have beast sickness. This essentially means that they are sluggish and leave long trails of vomit wherever they go. Pretty much my entire fort is covered with piles of vomit. Thank Armok you don't get diseases from vomit. |
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− | =Autumn=
| + | The worst part is that I can't even get my 40+ jobless idiots to clean it up. Gah. |
− | Yay! My dogs bred and I have 3 cute puppies!
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− | Caravan!!! Now to make use of an exploit. Dump all the merchants clothes' and the guards' weapons. Once they are all totally naked (and all the stuff is loaded) destroy the Depot. Free stuff!!! This was actually required, since I've absolutely no crafts. But anyway, more dwarves'll come and situation should improve...
| + | ==Research on Forgotten Beast== |
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− | It's raining again. And now the merchants who're leaving are all drenched.
| + | Through a lot of savescumming, I managed to determine that a FB would appear on the 19th of Obsidian in my cavern. I did that multiple times, and noted the beast that appeared. |
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− | Strangely, a naked mole dog corpse appeared near my refuse stockpile. It doesn't seem as if anyone killed it so I guess it died of natural causes.
| + | 1. Winged Theropod |
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− | The caravan left...hell! I just remembered I had to ask that liaison for bauxite!! I'll have to wait for next year then.
| + | 2. Rhinoceros Beetle (this is the one I wrote about) |
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− | Now I discovered where the corpses are! I thought all the troglodytes and mole dogs were in the chasm; I was wrong. Better butcher the corpses before they rot.
| + | 3. Humanoid of solid salt |
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− | Hooray! Immigrants!!! There's a gem setter, a peasant, a soap maker, a tanner (useful), a bone carver (useful), a clothier and a general craftsdwarf. Also, most of the rooms are dug out, and workshops are completed. Now just to sit and wait for winter.....
| + | 4. Humanoid of glass with deadly webs |
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− | =Winter=
| + | 5. Titmouse (its a kind of bird) |
− | Its raining YET again.
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− | The miners are busy digging. I've decided on making a zoo/statue garden with artificial waterfalls. It sounds ambitious (actually, it IS ambitious) since it requires digging, trapping critters, taming critters, buying other critters, getting good craftsmen, more digging, building all sorts of machinery, installing machinery, digging out that last wall and praying to the great Armok for good luck. And I hope to be breeding lots of weird chasm creatures after that.
| + | 6. Humanoid of glass with deadly gas |
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− | I also want a few farms to form a big 'megafarm' for crops. This shouldn't be too hard once the miners dig the room out.
| + | 7. Fire Blob (this one burnt all the grass, destroyed the door and boiled the cage traps. i think it died after inhaling boiling lead.) |
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− | WHAT!!! It seems like someone has been damming my brook. Oh hell! Its frozen!! Thank Armok my well channel is safe!
| + | After this the theropod appeared again. I can confirm it's the same one because the name was the same too. |
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− | Oh no! Now it's snowing! And I'm desperately in need of wood.... What the heck, go chop those trees down!!
| + | Adding the 2 beasts I got earlier, it appears that my "smaller" world seems to have generated 9 FBs. |
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− | ....some weeks pass.... | + | [UPDATE] Whoops. There's more than that. Theres a giant winged quadruped made up of gypsum plaster invading now. |
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− | Yay! It's melting!!! Finally! I can fish again!!! Ok, now I guess my main plan is to dig out an irrigation room for the megafarm, then irrigate it (i.e. make it muddy) and start farming.
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− | ==302==
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− | =Spring=
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− | The fortress has survived a year! And the Elven Caravan has arrived!
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− | <to briefly explain exactly what happened was that the caravan brought a lot of good animals for the zoo (deer, elephant, black bear, cow) but then my metalsmith got killed by troglodytes. I savescummed, and the caravan brought a dog. Savescummed again and there's only a grizzly. Savescummed YET again, and it stopped working. One real day later, I tried again, and it came with a dog, wolf and rhesus macaque>
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− | It seems that my tanner got injured by troglodytes (broken upper body, sprained head and left ear). He's running away from them now, 2 troglodytes behind him and his horse is running after them. And his cat is running along far away. I hope they makes it!
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− | It looks as if the tanner's escaped. It'll take a while to heal though. However, his horse is now the target. I'd better put a stop to this (i.e. kill the troglodytes). I actually hope the troglodyte catches up with the horse, 'cos I think the horse SHOULD be able to kill it. I hope all other dwarves don't try to get near....
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− | Well, the horse, cat and tanner are safely home, and I sent a soldier (my legendary miner) to kill the troglodytes. She seems up to the task, and the pick surely helps. The tanner is resting, so I need a substitute to make troglodyte leather!! YAY! All the troglodytes on the mountain are dead!! I left the chasm ones for the zoo.
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− | Damn!! Nobody is butchering the troglodyte corpses!!!! Lazy fools!! We need the meat, the fat, the bones, the skulls, the leather and no one cares!! Oh wait....they can't be butchered. Haha!
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− | OMG!!!! A THIEF STOLE MASTERPIECE STEEL PLATE MAIL!!!! And another one stole a steel gauntlet. These darned kobolds.... I'm guarding the Depot
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− | What?! Another thief stole a giant bat leather. Maybe they've all run away.
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− | Oh no....the tanner is hungry and thirsty but no one is feeding him. Finally...the miner gave him water. But I hope someone gives him food before he dies. Another naked mole dog got killed, and a dwarf brought its corpse to be butchered. Its a pity to waste the leather...
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− | Phew...someone fed him. Seems we needed a bucket, and I ordered one to be made.
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− | Migrants! A wood burner, a clothier, an animal caretaker, a peasant, a bowyer, a fish cleaner, an animal dissector, another animal caretaker, another animal dissector, a jeweler, a potash maker, another peasant, a child, another child, another jeweler, a cook, a hunter (yay), an animal trainer (woot) and yet another peasant. 20 migrants. How on earth.....
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− | My first strange mood!! A child is possessed. Damn. Why couldn't it have been fey or possessed. Anyway, I'll get an artifact. Weird...the kid took only a gabbro and a black pyrope.
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− | =Summer=
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− | Wow! That was fast! The artifact is done and it is......a gabbro scepter! It's got a picture of a kobold holding a steel plate mail....wait a second, you saw the thief and you didn't tell me!!! Curse you!!! Now my first artifact reminds me of the first theft at my fort. Gah!
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− | Well, atleast there's something to cheer me up-the human caravan!! They've got 2 wagons and a Muskox laden with goods. Quite a lot I must say. The guild representative has arrived too, and I'm going to order for animals.
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− | Well, a kobold thief got caught (and subsequently ripped apart) and a team of kobolds decided to ambush my fortress. It was great for me, since I was expecting it, and also because they were caught by the caravan guards. The guards killed four of them, one escaped and the other one got killed by my citizens' army.
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− | Oh heavens...the cats are breeding!!! I'd better cage all the free-roaming animals, esp. cats.
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− | When I was trading, the human trader seemed to lose his patience very fast, even though I traded such that he gained 20. The dwarves and the elves were fine, but well....sometime earlier two pairs of a Muskox and a trader aimlessly wandered around the area near the depot.
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− | Bloody idiot! That trader won't trade for anything below a 150 profit!! How greedy this species is...
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− | Gosh! Another thief! The silly citizen ran away (even after I recruited him) so he has to run. The human lasher is also running after the kobold. It seems he's killed it.
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− | Yet another thief, damn the citizen. The thief is just too fast...
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− | After putting a lot of pressure, the expedition leader has begun the meeting with the guild rep. I'm asking for cows, donkeys and horses. And the caravan is leaving.
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− | The hunter seems to be depopulating the fortress too fast. I'd better make him stop. Haha! Now I'm making my 'jobless' dwarves (peasants/soap makers etc.) smooth the zoo floors/walls. The hunter's gonna join them now! I've also started digging the living quarters and getting the dwarves to smooth the floors/walls there.
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− | =Autumn=
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− | Now I'm one step away from farming! I've begun placing the floodgates and stuff and hope to irrigate before winter.
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− | I've started training some of my dogs to be war dogs. I guess I should just keep a 'breeding pair' of regular dogs (aside from the one in the zoo), cage the pups when they are born, and train/slaughter as necessary.
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− | Yay! The fortress' first baby! Yippee!!
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− | Dwarven caravan is here again, with the hamlet liaison and a lot of armor, logs and drink. I'd better order bauxite and animals this time.
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− | Haha! A naked mole dog decided to challenge a caravan speardwarf. More meat for me!!
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− | The caravan has arrived and I've traded a lot. A lot of my crafts (and better-quality mechanisms) have been sold. The first floodgate is in position, and is slowly being connected to a lever. Whenever my dwarves build the second one, they lock themselves out.
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− | First contact with goblins, in the form of a goblin snatcher. He was caught just outside my 'useless refuse' (corpses and chunks) stockpile next to the depot. The craftsdwarf who caught him almost killed him, but the caravan guards and a war dog who happened to be nearby finished him off. And he died directly on my refuse stockpile.
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− | Hehe! The goblin civilisation seems to have some evil humans among their ranks; even a few weaponmasters!! And the first floodgate has been installed completely!! Hooray!!
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− | Another snatcher, this time the liaison caught him and all citizens were too far away to react. I sent a dwarf after him, but the goblin was too fast. You wait till I get my cage traps ready!!!
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− | Yahoo!! The second strange mood, now the woodworker is secretive. He made a table. Strangely enough, that old scepter with the kobold on it was worth 26400 while this one is worth just 7200. But in any case, it's furniture and it'll be kept in my Noble Hall, a hall especially for nobles with all the furniture they demand (and their graves, but I'll move these out once they're dead).
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− | The caravan has left. And it's raining again!
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− | Yet another kobold thief, the caravan guards who were leaving took care of him. Strangely enough, the expedition leader is 'conducting meeting' but the meetings don't seem to be happening. I locked him while he was sleeping, or else he would run off and dump something.
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− | It seems that he (being the bookkeeper) was trying his best to get out and update the records. I let him out, and I hope he gets down to business once the updating is done.
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− | I've sent an expedition of 1 dwarf (my miner) to explore the areas near the chasm. I'm pretty sure I have another chasm/bottomless pit and a underground river due to deceased creatures whose bodies I can't find. I've also begun a project to cut down a lot more trees since I'm running out of wood.
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− | Hooray! The irrigation system is complete. Now to test it out. Damn!! The screw pump was pumping from the wrong direction!! Curses!! And now they say I don't have a screw trap component when it's right under their damn noses.
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− | Heavens! How much gold is here? The chasm seems to have tons of gold veins running through it. And bats that get caught in webs keep dying and rotting so there's miasma too.
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− | Whoa! My hunter himself became an engraver after the smoothing project! And now to test the fixed pump......oh hell, the guy stopped pumping. Grrrr!!! He's too slow. I'll need more pumps.
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− | Finally!! After disabling all his jobs the expedition leader has begun conducting the meetings. Phew!
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− | The pumper got rejuvenated with a drink of water and began pumping again. This time I forgot to close the floodgate, so the water is leaking out into the main farm room (I used reservoir irrigation) Let's hope he succeeds this time!
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− | Gosh is that pumper a weakling. He gets tired after a few seconds of pumping and rests. I'm going to employ my mighty carpenter to do this instead.
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− | =Winter=
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− | Winter is upon us again. This time I'm going to 'harvest' the ice before it's gone!
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− | The carpenter I hired as a pumper did well, but strangely jumped into the water source. Luckily its subterranean, or else its likely he'd freeze. Thanks to a mining disaster, the idiot is being comforted by a lovely waterfall.
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− | Then I hired a miner to do the same thing, and guess what? He jumped down too! I'd better free the fools by digging a ramp against the sides.
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− | The idiots are free! And the carpenter has finally realised what I want him to do. I hired him to create furniture for the living quarters. And........he has created a masterpiece (X6). Haha!!
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− | I'm ready for my third attempt at irrigation: 3 pumps!!!. The problem is that the water supply is running out (since it's winter). I'm just going to dry out the water I've collected.
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− | I've decided to drop the chasm-side mining project for the ice harvest project. I'm going to build a Trade Depot entirely out of ice in its honor. This also has a selfish motive: to keep the depot out of kobolds/goblins' reach so I can capture them in cage traps!
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− | Wow! The color of ice is exactly the same as that of adamantine. Do you think the caravan dudes will get fooled by that?
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− | This is weird. A cat gave birth to kittens in its cage, saving me the trouble of caging them!
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Jeez, its been ages since I last played. Evidently the new version seems to have changed a lot. Earlier I used to get around 20 migrants per year. In my current one, I reached 150 dwarves in 4 years (and I was playing quite slowly).
Why the dwarves forgot about the beast[edit]
One of em appeared in my fort, a giant humanoid comprised of steam, with huge scary mandibles, and for some reason undulating rhythmically. It scared the shit out of me, because I had absolutely nothing in the way of an army, and the only defence I had in the cavern was a door surrounded by cage traps (to capture the assorted evil building destroyers). It destroyed my nice door, and then ran up to kill my herbalist.....
The Forgotten Beast punches the Herbalist in the upper body, but the attack glances away. (x20 or so)
WTF?!?
Eventually the herbalist's kitten joined in the fray and scratched out a couple of his arms. Furthermore, while the dwarves and cat were totally unaffected by the steam, it appeared that the beast itself seemed to get hurt by it from time to time (more WTF). Finally a random peasant kicked him in the head (which promptly flew off).
No wonder it was forgotten.....
Beast Sickness[edit]
My third FB was an angry rhinoceros beetle that emitted deadly gas. I'm not sure about the deadly part. It got raped by the 50 or so slackers I drafted and sent to finish it. However, its true effect was only seen after its death: many of my dwarves now have beast sickness. This essentially means that they are sluggish and leave long trails of vomit wherever they go. Pretty much my entire fort is covered with piles of vomit. Thank Armok you don't get diseases from vomit.
The worst part is that I can't even get my 40+ jobless idiots to clean it up. Gah.
Research on Forgotten Beast[edit]
Through a lot of savescumming, I managed to determine that a FB would appear on the 19th of Obsidian in my cavern. I did that multiple times, and noted the beast that appeared.
1. Winged Theropod
2. Rhinoceros Beetle (this is the one I wrote about)
3. Humanoid of solid salt
4. Humanoid of glass with deadly webs
5. Titmouse (its a kind of bird)
6. Humanoid of glass with deadly gas
7. Fire Blob (this one burnt all the grass, destroyed the door and boiled the cage traps. i think it died after inhaling boiling lead.)
After this the theropod appeared again. I can confirm it's the same one because the name was the same too.
Adding the 2 beasts I got earlier, it appears that my "smaller" world seems to have generated 9 FBs.
[UPDATE] Whoops. There's more than that. Theres a giant winged quadruped made up of gypsum plaster invading now.