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User:Kidinnu/old
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Revision as of 20:49, 23 May 2008 by Kidinnu (talk | contribs) (New page: =Scouting reports:= * Ushul Num (seed 8998) * Gebbisorid Alu (seed 9001) =Active Fortresses= {| class="wikitable" |- ! Region ! Seed ...)
Scouting reports:[edit]
Active Fortresses[edit]
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. |
2 | 8998 | Dastotonol | (1,5) east of the source of the Jade Pulley-Venom (5x5) | Summer 1053 | 20 Nov | 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. | 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 | 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[edit]
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[edit]
- 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.
- 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.