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Difference between revisions of "User:Kidinnu"

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(Move scouting to per-world subpages; add active fortress list + fortress concept log)
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=Scouting reports:=
 
=Scouting reports:=
  
 +
* [[User:Kidinnu/8998|Ushul Num (seed 8998)]]
 +
* [[User:Kidinnu/9001|Gebbisorid Alu (seed 9001)]]
  
== 8998 ==
+
=Active Fortresses=
  
Ushul Num
 
 
There's something wrong here: only two dwarven civilizations, and a huge expanse of haunted mountains stretching from the south pole northwestward, almost to the equator. The equatorial dwarves are hemmed in: to the south is a sea and generally inhospitable habitats; to the east a mountain range densely infested with goblins. The southeastern dwarves have great expansion prospects northwards, however, and the southern end of the next mountain range up has some impressive cliffs and chasms.
 
 
Only 5 rejects, all early; < 2 minutes on fast desktop, < 10 minutes on slow laptop.
 
 
===Major Volcanoes===
 
 
{| class="wikitable"
 
{| class="wikitable"
 
|-
 
|-
 +
! Region
 +
! Seed
 +
! Fortess Name
 
! Location
 
! Location
! Notes
+
! Game Date
! Nearby vents and other features
+
! Last Played
|-
+
! Concept
| (0,4)
+
! Current State
| calm scorching tropical shrubland; aquifer; 2s from brook
 
| ne on brook
 
|-
 
| (7,1)
 
| calm scorching tropical savanna; 11s from brook; loamy sand/rhyolite/obsidian/granite
 
| se next to goblin fortress; s in mountains near sandy savanna, 3s from brook; *w in wild tropical savanna 4s from brook, moderate cliffs, white sand/rhyolite/granite/diorite; nw 3s from brook, nearly flat; 2e 5s from brook; ssw far from brook; wnw far from brook
 
|-
 
| (7,1)
 
| mountains,  11s from brook, 10s from calm scorching tropical grassland
 
| ne in mountains near sandy wild savanna, 1s from brook, high cliffs; *ese along stream
 
|-
 
| (1,2)
 
| mirthful moist brdlf forest / wilderness savanna; aquifer; 6s to brook
 
|
 
|-
 
| (13,2)
 
| wild tropical savanna; aquifer; 2s from brook
 
| sw far from brook; 2sw, double aquifer, 5s from brook; wsw, no brook
 
|-
 
| *(0,4)
 
| warm temperate savanna/sinister mountain; 1s from brook; (silty clay loam)/andesite/gabbro/granite; basalt/phyllite/gabbro; high cliffs
 
| ne far from brook; likely waterfall ese
 
|-
 
|(1,4)
 
| tropical freshwater marsh/mountain; on brook; felsite/granite/diorite; red sand/gabbro/slate/diorite; medium cliffs (higher further east in conifer forest)
 
| s2sw on swamp/broadleaf forest boundar, far from brook, flat
 
 
|-
 
|-
| (0,7)
+
| 1
| haunted mountains/rocky wasteland, extreme cliffs, 5s from brook
+
| [[User:Kidinnu/8998|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.
 
|-
 
|-
| (3,7)
+
| 3
| inaccessibly remote
+
| [[User:Kidinnu/9001|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.
 
|-
 
|-
| (14,8)
+
| 6
| temperate grassland island, aquifer
+
| [[User:Kidinnu/9001|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.
 
|-
 
|-
| (14,11)
+
| 9
| untamed temperate shrubland; double aquifer, no brook, flat
+
| [[Pregenerated_worlds#The Continents of Mist|757133686]]
| sw, ssw
+
| Umomas Arel
|-
+
| (8,9) - site #15 in zip
| (9,12)
+
| Spring 1054
| haunted conifer forest; aquifer; 3s from brook
+
| 15 Nov
| 3 4s from brook
+
| 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.
 
|}
 
|}
  
===Other Known Vents===
+
=Fortress Ideas=
{| class="wikitable"
 
|-
 
! Location
 
! Notes
 
|-
 
| (7,3)
 
| adjacent to goblin fort at sw corner of mountain range
 
|}
 
 
 
==9001==
 
  
Gebbisorid Alu, The Momentous Universe of Wind
+
* Undermine a waterfall and build a dwarven fortress around constrained waterflow
 
+
* Build something around a natural deep river or canyon - not very feasible in Oct'07 version with few hard-to-find rivers & caverns
A generally placid realm.
+
* Castes: ground (farm/fish/chop wood), water (craft), fire (metal/mining), wind (war/hunting), void (leader)
 
+
* 8998 storytelling: assault the goblin fortress near the magma vent SE of the sword culture.
28 rejects, all early; < 4 minutes on fast desktop.
 
 
 
===Major Volcanoes===
 
{| class="wikitable"
 
|-
 
! Location
 
! Notes
 
! Nearby vents and other features
 
|-
 
| (6,3)
 
| deep in mountains, far from brook
 
| 2ne in calm hot grassland 6s from brook; nnw in calm hot savanna/grassland with no brook; s 2sw on calm hot savanna 4s from brook; 3nw in shrubland/savanna 6s from brook
 
|-
 
| (10,5)
 
| on edge of mountains, far from brook
 
| (none)
 
|-
 
| *(5,5)
 
| edge of mountains, 3s from brook; temperate mountain wilderness, untamed temperate broadleaf forest, temperate grassland wilderness: (black sand)/basalt/gneiss/diorite; river in canyon; moderate to high cliffs
 
| 3n on low ridge in middle of marsh wilderness - no brook; n 2ne similarly; n 2nw similarly; possible waterfall 2se; generally nice river basin southwards
 
|-
 
| *(4,6)
 
| solitary volcano 4s from brook; wild temperate freshwater swamp: yellow sand/rhyolite/felsite/granite
 
| s in swamp 4s from brook; nne in swamp wilderness far from brook; *2s in flat calm swamp along brook (silt loam)/yellow sand/rhyolite/felsite/granite; 2n ne in wild flat swamp 3s from brook; w 2nw in flat swamp far from brook
 
|-
 
| (5,7)
 
| inaccessible
 
|-
 
| (5,7)
 
| inaccessible
 
|-
 
| (14,9)
 
| volcanic island; temperate broadleaf forest w. aquifer + vent
 
|-
 
| (5,9)
 
| inaccessible
 
| 1e mountains 4s from sand desert (only 2s from brook! aquifer only under desert) with high cliffs; 1s in sand desert at foot of mountains - (black sand + aquifer)/basalt/basalt/diorite; 2e ne in sand desert with aquifer, 4s from brook
 
|-
 
| (5,9)
 
| solitary, temperate grassland / sand desert, no brook
 
| n sand desert with aquifer, 2s from brook; w sand desert with aquifer 7s from brook; nw sand desert with aquifer 9s from brook; 2n in featureless sand desert (likewise 2e + ese + 2s); nne in sand desert with aquifer 3s from brook; 3n on grassland/desert edge (no brook)
 
|-
 
| (3,12)
 
| far back in mountains
 
| ne in joyous marsh 4s from stream; 2ne in wild shrubland 5s from stream; 2sw in untamed cold savanna 3s from stream; 2w in untamed savanna 4s from stream; s 2sw far from stream; w 2sw in savanna far from stream;
 
|-
 
| (3,12)
 
| on freezing grassland, 6s from brook
 
| ne in sand desert with aquifer 7s from brook (likewise nne, nnw); s in freezing grassland 6s from brook (likewise sw); ene in cold wild savanna 6s from brook; 2e between cold grassland, cold savanna, freezing sand desert 4s from stream; ese on edge between desert and savanna far from stream; 2se in cold savanna along stream, nearly flat, clay loam/basalt/gabbro/granite; ssw in cold untamed temperate grassland 4s from stream; 2w in dull untamed grassland 5s from brook
 
|-
 
| (3,13)
 
| 1s from brook but nothing habitable nearby
 
|-
 
| (11,14)
 
| volcanic island, isolated in freezing taiga
 
|-
 
| (10,15)
 
| tundra island
 
|-
 
| (10,15)
 
| tundra island
 
|}
 
 
 
===Other Known Vents===
 
{| class="wikitable"
 
|-
 
! Location
 
! Notes
 
|-
 
| (9,5)
 
| Near source of Peltchills, in wild marsh far from stream, 11s from interesting waterfall; another 2ne from source of Ashenbeards, far back in mountains
 
|-
 
| *(5,6)
 
| just north of lake: untamed temperate mountain, temperate freshwater swamp wilderness; (sandy loam)/siltstone/gabbro/granite x obsidian/felsite/diorite; moderate cliffs
 
|-
 
| (5,10)
 
| middle of east-west river, interface between grassland and rocky waste, entirely flat
 
|}
 
 
 
===Other Interesting Sites===
 
{| class="wikitable"
 
|-
 
! Location
 
! Notes
 
|-
 
| *(9,6)
 
| at first bend of Hoarytamed below its source some juxtaposition of limestone with volcanic rocks, often underlying partial aquifer: clay loam/peat/silty clay loam(aq)/limestone/diorite/diorite x red sand/sand/basalt/schist/granite x red sand/silty clay/obsidian/rhyolite/gabbro
 
|-
 
| (11,4)
 
| straight river heading south out of terrifying lake probably has extreme waterfall midway through mountains: silty clay/shale/granite/diorite
 
|)
 

Revision as of 13:37, 16 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.
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.

Fortress Ideas

  • Undermine a waterfall and build a dwarven fortress around constrained waterflow
  • 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)
  • 8998 storytelling: assault the goblin fortress near the magma vent SE of the sword culture.