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Difference between revisions of "User:Squirrelloid/Udirthocit Urdim Datan"
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No migrants all year, a bad sign. But the basis of our fortress is established and the mechanic swears his mechanisms will make fine trade goods the coming year. I remain doubtful the elves will be interested. | No migrants all year, a bad sign. But the basis of our fortress is established and the mechanic swears his mechanisms will make fine trade goods the coming year. I remain doubtful the elves will be interested. | ||
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+ | Late Spring, 53: Goden Fikodkeskal, our miner and carpenter, was mauled and killed by a Cougar while within the very fortress. We must build traps if we are to survive. Fortunately, our metal industry is coming online now. | ||
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+ | Early Summer, 53: Our first migrants, and quite a lot of them. We now number 25 - i must find useful work for all of them. | ||
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+ | Late Summer, 53: More migrants? I am unconvinced there is sufficient work for so many! | ||
==Stats== | ==Stats== |
Revision as of 06:02, 12 December 2008
Fortress: Udirthocit Urdim Datan, Blackspike the Tower of Iron Group: Umommamgoz Gomath, The Dark Dragon of Legend
Goals
Turn the center of the map into a tall tower with its entrance at the bottommost z-level. Channel out everything else. Flood the map with magma.
No really, its that 'simple'. Along the way I want to extract the mountains mineral wealth.
Map and Settings
Fairly flat. There's a magma pipe (not visible from start, but its going to be the one area no pools are), flux (marble), and lots of sedimentary.
Area is 4x4, pop max is 40 (to hopefully control lag), and I'll probably use Reveal.exe to reduce lag from hidden tiles. There's no secret fun stuff, so at least one major source of lag won't be present.
Build
2 picks, axe, bunch of alcohol, food, seeds, etc... No anvil - i'll trade for one in the fall. Also some random materials for any moods I might have.
I don't normally like starting with a miner, but I figure I have a lot of digging to do before I get to where I want to live, so I'll need to have someone I don't have to worry about changing professions to miner on me. Which mostly leaves it a question of what other profession to make him. I go with carpenter as I really would like the beds to be decent quality...
Miner 5/Carpenter 5
Armorer 5/Negotiator 1/Intimidator 1/Appraiser 1/JoI 1/Pacifier 1
Brewer 5/Cook 5
Metalsmith 5/Grower 5
Mechanic 5/Building Designer 5
Weaponsmith 5/Furnace Operator 5
Metal Crafter 5/Furnace Operator 5
Yes, I know, no anvil. Do note that 6 of the 7 have valuable mood skills, and a sixth can be dabbled in one. Of course, dwarf number 1 is actually going to become a miner before he ever gets a mood - and that's actually ok.
From the start I'll rotate non-miners into the second mining 'slot' while the brewer/cook brews all the plump helmets and cooks all the food.
As I normally start with an anvil I have a crapload of money leftover to spend.. I load up on bauxite, tower cap logs, coal, and iron bars.
And absolutely no animals... unless the elves sell me something awesome like a giant eagle. There will be a pet death trap.
Rebooted after deciding sedimentary rock was necessary.
Log
Late Fall, 52: The caravan kindly chased off a pack of Rhesus Macaques for us, leaving us with an extra supply of meat. Those monkeys will be a problem in the future though, mark my words.
No migrants all year, a bad sign. But the basis of our fortress is established and the mechanic swears his mechanisms will make fine trade goods the coming year. I remain doubtful the elves will be interested.
Late Spring, 53: Goden Fikodkeskal, our miner and carpenter, was mauled and killed by a Cougar while within the very fortress. We must build traps if we are to survive. Fortunately, our metal industry is coming online now.
Early Summer, 53: Our first migrants, and quite a lot of them. We now number 25 - i must find useful work for all of them.
Late Summer, 53: More migrants? I am unconvinced there is sufficient work for so many!