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Difference between revisions of "User:Kidinnu"

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m (undo last edit)
(Replacing "current" state from last November with this month's play notes.)
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=Scouting reports:=
 
=Scouting reports:=
  
* [[User:Kidinnu/8998|Ushul Num (seed 8998)]]
+
To come later.
* [[User:Kidinnu/9001|Gebbisorid Alu (seed 9001)]]
 
  
 
=Active Fortresses=
 
=Active Fortresses=
 +
 +
Using version 27.176.38c.
 +
These are all parked as of 23 May 2008 because they were eating into work time way too much.
  
 
{| class="wikitable"
 
{| class="wikitable"
Line 15: Line 17:
 
! Last Played
 
! Last Played
 
! Concept
 
! Concept
! Current State
+
|- valign="top"
 +
| w3
 +
| Mon Ebno (50105)
 +
| Koladiger (Ghoulriver); 7x5
 +
| 256, 108: Near the northmost point of the Crest of Sadness (haunted warm mountain; shale/quartzite/gabbro), where it ends in the Dune of Mesh (warm sand desert wilderness; yellow sand aquifer/...). Just within the malign influence of Amxueb.
 +
| Autumn 1052
 +
| 21 May 2008
 +
| Storytelling: desert dwarves digging in to find long underground river, clear it out, & establish large farms off of it
 
|-
 
|-
| 1
+
|
| [[User:Kidinnu/8998|8998]]
+
| colspan="6" | '''Current State''': 56 dwarves, thriving w. uppermost (longest) segment of river clear; there's a Giant cave on site, and one of the Trolls just wandered out to chase my haulers. Next digging task: canal south of upper river, with closeable drain to lower river, and treefarm chambers off of it. Bethabara is well-established, but main fortress is really completely unplanned.
| Lirukdakas
+
|- valign="top"
| (9,5) in narrow canyon
+
| w4
| Summer 1054
+
| Thadar Kajeth (20130)
| 8 Nov
+
| Zikeldolek (Fiercecomet); 6x4
| Storytelling: northward expansion of Odorous Gates of Color
+
| 80, 40: Along the Guardedstruck in the Mire of Sun (warm/hot temperate freswater swamp; silty clay loam/basalt/marble/gabbro, clay loam/chalk/phyllite/gabbro) at the base of the Fingers of Clasping (rhyolite/gneiss/granite). Signs of lava nearby.
| 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.
 
|-
 
| 2
 
| [[User:Kidinnu/8998|8998]]
 
| Dastotonol
 
| (1,5) east of the source of the Jade Pulley-Venom (5x5)
 
 
| Summer 1053
 
| Summer 1053
| 20 Nov
+
| 22 May 2008
| Night watch - military expedition send to close off a route evil was using to leave the great blight, unsupplied and forced to fend for themselves.
+
| Educational: get steel industry going, learn to exploit magma
| 46 dwarves, stable. Have basic farming going, core of walls across the canyon are there - getting bridge set up is a bit annoying, and zombies keep shambling down from a sidecanyon. 13 trained marksdwarves, more than half full-time. Biggest annoyance is cleaning up spam of c. 800 singleton bolts that missed archery targets. Even 5x5 is lagging a bit annoyingly on the laptop. Need intermediate industries. Have glassworker/mechanic slowly going mad for want of unknown raw gem.
 
|-
 
| 3
 
| [[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.
 
|-
 
| 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
+
|
| [[User:Kidinnu/9001|9001]]
+
| colspan="6" | '''Current State''': 76 dwarves, my first Dungeon Master. Core industry - food, metal - is thriving, but need to get secondaries (clothing) going. Cleared imps out of the magma pool, once apprentice miners finish digging upper bedrooms should be cutting channels to place magma smelters & forges on. Immigrant armorer stepped on the map, immediately had successful mood, so high-quality steel chainmail is easy to get.
| 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
 
| [[Pregenerated_worlds#The Continents of Mist|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=
 
{| class="wikitable"
 
|-
 
! Region
 
! Seed
 
! Fortess Name
 
! Location
 
! Game Date
 
! Last Played
 
! Concept
 
! State at Quit
 
|-
 
| 4
 
| [[User:Kidinnu/8998|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
 
| [[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=
  
* Undermine a waterfall and build a dwarven fortress around constrained waterflow; could do with 3x5 if I found the right terrain. Can't find a good site anywhere around the haunted mountains on 8998; all the rivers there are eroded too deeply. Seem to need to move away from mountains to find waterfalls (where brooks/rivers meet), but then worry about giving up rock quality - although current game full of sandstone & silt suggests otherwise. Evil forests without aquifers are in short supply, however.  
+
I wrote the first versions of [[Challenge_Builds#Hunting_Party]] and [[Challenge_Builds#Immigration_and_Customs_Enforcement]], and still find myself drawn to variants on those for my RP attempts (i.e. just about all my forts).
* 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.
+
=Previous Versions=
* 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.
+
[[User:Kidinnu/old]]

Revision as of 21:10, 23 May 2008

Scouting reports:

To come later.

Active Fortresses

Using version 27.176.38c. These are all parked as of 23 May 2008 because they were eating into work time way too much.

Region Seed Fortess Name Location Game Date Last Played Concept
w3 Mon Ebno (50105) Koladiger (Ghoulriver); 7x5 256, 108: Near the northmost point of the Crest of Sadness (haunted warm mountain; shale/quartzite/gabbro), where it ends in the Dune of Mesh (warm sand desert wilderness; yellow sand aquifer/...). Just within the malign influence of Amxueb. Autumn 1052 21 May 2008 Storytelling: desert dwarves digging in to find long underground river, clear it out, & establish large farms off of it
Current State: 56 dwarves, thriving w. uppermost (longest) segment of river clear; there's a Giant cave on site, and one of the Trolls just wandered out to chase my haulers. Next digging task: canal south of upper river, with closeable drain to lower river, and treefarm chambers off of it. Bethabara is well-established, but main fortress is really completely unplanned.
w4 Thadar Kajeth (20130) Zikeldolek (Fiercecomet); 6x4 80, 40: Along the Guardedstruck in the Mire of Sun (warm/hot temperate freswater swamp; silty clay loam/basalt/marble/gabbro, clay loam/chalk/phyllite/gabbro) at the base of the Fingers of Clasping (rhyolite/gneiss/granite). Signs of lava nearby. Summer 1053 22 May 2008 Educational: get steel industry going, learn to exploit magma
Current State: 76 dwarves, my first Dungeon Master. Core industry - food, metal - is thriving, but need to get secondaries (clothing) going. Cleared imps out of the magma pool, once apprentice miners finish digging upper bedrooms should be cutting channels to place magma smelters & forges on. Immigrant armorer stepped on the map, immediately had successful mood, so high-quality steel chainmail is easy to get.


Fortress Ideas

I wrote the first versions of Challenge_Builds#Hunting_Party and Challenge_Builds#Immigration_and_Customs_Enforcement, and still find myself drawn to variants on those for my RP attempts (i.e. just about all my forts).

Previous Versions

User:Kidinnu/old