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extremely steampunk
Sep 11, 2001

Yes! I cant wait. Spacefox is my favorite tileset too. Put me on the list for succession again please, if you will. I am ready!!

also you can rename my CHad dwarf to Jerkops unless you're not into the whole brevity thing

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extremely steampunk
Sep 11, 2001

Average Bear posted:

That was BBG's fort.

and then the dwarf business briefly. Chad for BBG, let's play fort. ...bunch of assholes

extremely steampunk
Sep 11, 2001

Nice. I think I am ready

extremely steampunk
Sep 11, 2001

that fort looks awesome

I'll have my first post for the penis themed succession fort up before the end of the weekend hopefully

extremely steampunk
Sep 11, 2001

I'm back on my bullshit trying to conquer Calradia again, hope to have the first post up soon though

extremely steampunk
Sep 11, 2001

So it's been a while sinve my turn started and I'm just going to post what I have. It took me a while to get back into dwarf fortress, just one of those things you have to be in the mood for i think

Without further ado here is the second year of Numberhumor as overseen by bee master Jerkops aka extremely steampunk

Average Bear posted:

Here's the stats of the fort


Average Bear left us with fort that is nice and stable and ready for whatever our hearts desire/challenges await


Main hall entrance

The first thing to do was figure out what these switches do and if they are linked up to the bridges. How to work it out: you cant link a switch to a bridge to which it is already linked, thus allowing process of elimination. I put (N)otes on all the switches and bridges for future reference. the 2 middle switches in the north, and the northern bridge in the main hall are all unlinked. theres also a switch NW linked to the floodgate that was used to get mud for the farms. Let's hope no one pulls that one!


Switches labeled with Notes

The big room in the main hall (which is 2 zlevels tall) seems like it was meant for defense so we should make a sniper balcony over it, and a barracks and shooting range nearby. gotta carve out some more of the upper zlevel to give archers line of sight to the whole room but its a minor project


the smoothed wall at the norhtern edge of the "bridge" room will be carved into fortifications for marksdwarfs to shoot through at enemies down below. the area just north of that will be barracks/firing range to train crossbows


it's spring, elves are here

We don't have many non-wood things to trade but they dont have much we need anyway. We picked up some fruit, a musical instrument piece, and a silvery gibbon for its coloration


a silvery gibbon


some migrants have arrived

The werebeast arrived while a bunch of migrants and their animals were still outside the purple bridge, but we can't raise that bridge anyway because it isn't linked to a lever. or if it is linked to a lever I can't find it :bravo:

Should be fun...

extremely steampunk
Sep 11, 2001

The first thing the weresheep did was charge after a migrant dwarf child, which was okay because the child ran away from the gate and towards all the new pack animals. Maybe we can get everyone else inside


A burrow will get the dwarfs inside and away from danger


in the migrant wave we got two hunters so lets get them moving


One of our new militia dwarfs was killed and the other was a little slow getting outside so I just had him turn around and go back into the fort once I saw that the rest of the dwarfs were already safe

Casualties: Deduk Nishlular the hunter who had just arrived in the muigrant wave, a cat, a dwarf child, a cavy pup, a water buffalo calf, and two horse foals. the horses took so long to kill that the weresheep transformed back into a goblin and ran away without ever going into the fort.


Summer is here and the humans have arrived to trade. Not sure why the caravan couldn't get to the depot, looks like maybe a tree got in the way

assigning the burrow made me realize a few things about the defense of the fort. We need to link some bridges to levers. that and furnishing rooms, the barracks, and getting our furnaces running will be our to-do list. I'd like to get down to the first cavern layer before Spring

I promise not to take so long with the next post

extremely steampunk
Sep 11, 2001

Also I forgot to congratulate our fort's newest mother, GorfZaplen, and daddy Evil Fluffy! The child is healthy and adjusting well to fort life

extremely steampunk
Sep 11, 2001

I forgot to post the trade agreement that we have with the humans last time so here it is for posterity




Some light reading for the caravan guards on the trip between Omon Shud and Numberhumor

We traded mostly rock crafts, cut gems and one pot of prepared food for leather, cloth, a bit of food and some parchment from the human traders.


Another one?

this time the traders are still inside the walls so we can summon all dwarfs to the inner fort, retract the bridges and let the humans and livestock fight it out

Oh no! Someone's outside the gate gathering a log or whatever the gently caress


it's Mechanic Chad Bobnumerotres. He's got a pickaxe, maybe he stands a chance?


maybe not


The fight was decided quickly but it took a long time for Bob to be finished off.


Fisherdwarf Subjunctive was lollygagging on his way back to the gate. For the sake of the fort we should have retracted the bridge on him, but that would be cruel. And don't we want to see the weresheep fight the caravan guards inside?


Bobnumerotres last heroic act was to horrify his murderer with his own death.


The monster was just sitting there for a while so why not try out this retracting bridge? While the sheep monster was busy feeling sorry for himself about murdering an innocent Chad, Subjunctive books it inside just in time for the bridge to be drawn


The weresheep wandered off, eventually tried to harass a yak cow and then turned back into a goblin and ran away

In other news, the workshops are trucking along and we have a good flow of crafts and coke fuel. Plenty of food and drink, and soap soon.


Next update will probably be at the end of Autumn unless something big happens

extremely steampunk
Sep 11, 2001

there are probably whole villages filled with weresheep in this hosed up world that Average Bear genned

extremely steampunk
Sep 11, 2001

Autumn is here. We got some migrants. With the earlier wave of 18 dwarfs and this wave of 7, minus the three dwarfs killed by monsters, the fort population stands at 39.


Dwarf census with some new Named dwarfs.

With so many dwarfs it's probably about time to start putting together a militia


This cloud spawned in the northernmost edge of the map but it didn't even come close to the fort


a harpy chased some of the livestock into the bee hut. counting the ensuing beatdown of said harpy, this is the most exiting thing to happen this whole season


Aint that a kick in the teeth


After opening the hall to make it a tavern and designating a corner of it as a temple, we are getting some visitors in the fort

Another migrant wave adds 8 to the fort.


He claimed a craftsdwarf workshop and made a boring old horse bone amulet. At least we have a legendary bone carver now

Another cloud of soot blew into the map but once again it came from the north and drifted off to the east without getting close to the fort


Pressed some dwarfs into the militia so we have some brave souls to man the walls


It's the end of autumn. Time flies... this was a pretty uneventful season, maybe winter will be more interesting

extremely steampunk
Sep 11, 2001

Here we are... Winter.

Since we got so many immigrants lately we'll have to dig out more apartments, which means more beds and furnishings


Work orders streamline the process nicely

Also starting to dig out a tunnel to the caverns. We want to have at least one trappable, defensible corridor between the caverns and the fort proper, even if we plan to eventually move the entire fort underground.


traps mostly set, cages and stonefall traps which should be fine for now



The tavern is bustling with activity with goblin visitors and the firing range is getting a lot of use


Strange mood


Here's the artifact we ended up with... on the mug is a depiction of itself.


We've broken through to the caverns, but the spot we dug into is 2 zlevels above the cavern floor so we'll cover up the stairs that lead down into a nasty fall and attack the cavern from a different angle


taking a little break...


A glance at the caverns. Lots of hoppers and cave spiders


The year is over. Here's what happened in no particular order

- built a barracks/archers range for our new squad of marksdwarfs and started training
- built and furnished a lot of new apartments for all the new dwarfs. furnished all the old apartments with cabinets for their clothes
- Established a tavern and temple in the meeting hall to make everyone a little happier
- Broke into the first cavern level
- Got furnaces running and a huge amount of coke fuel prepared (over 250 bars) and iron ore smelted (over 100 bars)
- linked all bridges up to levers to use for defense and used Notes to show what they do
- Dug out and engraved fortifications for the sniper nest over the main hallway
- All industries except Glassworking (it looks like theres no sand on our embark site) are pretty much up and running with dwarfs assigned to all jobs

There werent many threats this year, just the two werebeasts and some nasty dust clouds.

Good luck to the next overseer of Numberhumor!

extremely steampunk
Sep 11, 2001

Uploading the savegame now

https://drive.google.com/file/d/0B2ub655jc1kYaFR1d1BpS2l3Smc/view?usp=sharing

extremely steampunk fucked around with this message at 16:31 on Oct 8, 2017

extremely steampunk
Sep 11, 2001

Nice! I think the elves will take crafts made out of bone, shells, etc. which is good because I had a craftsdwarf making shell crafts on an infinite work order due to having a million pond turtle shells laying around

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extremely steampunk
Sep 11, 2001

those clouds of ash did the same thing in my game, they never drift to the fort. might be fun to chain a goblin up out there and see what it does

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