Author Topic: DF: Bloodglazed Fortress  (Read 27762 times)

I say we skip him, go back to the latest save we have.

I say we skip him, go back to the latest save we have.
Well, all of my family related business got flushed down the toilet (we didn't go to that marriage in quebec after all) and all my job interviews went kaput since I actually obtained a high paying job. I'm starting next week, but in the meantime I have loads of time to finish up my turn.

Or I could post the save and let you guys take it up. I really wanted to finish Doom Tower though

Why don't you start your turn again tomorrow, I'll inform Monty of this.

I'll take it after muffin, since I've been pretty busy with damned detentions that I've been slapped with.

Why don't you start your turn again tomorrow, I'll inform Monty of this.
That's fine then, will update in a few

Expedition leader's log, day 36



Excavation continues, unstoppable. We will hopefully discover more valuable materials as we dig through the hard layers of rock. Our most pressing matter currently however is the shortage of food.




We have no edible fish or plant left. I am going to blame the mechanic for this later, but for now we will divert all work power to farming.




We had naught even time to blink and autumn was already upon us. And of course, that means that all previous farming orders were effectively turned to the Autumn orders, which were simply bugger all. Farming orders were set to make more plump helmets. Soon after, the dwarven caravan arrives, hopefully bearing food. Unfortunately our last trade depot was a crime scene and was promptly dismantled. Now if we can only get our mason to-



Intruders inside the fortress! Confound those kobolds. The dwarf that revealed it was quickly drafted and gave chase, but the thief managed to escape. He was un-drafted and ordered to return to the fortress.




The kobold gone, my trusty mason completed the depot and the caravans moved in to unpack their goods. Orders were sent out to retrieve the bins containing the elven clothing. The bins were brought quickly, and a trade for all their meats and plump helmets was quickly made, along with a couple leather bins to even everything out.

The diplomat wished to discuss some contracts, and so we began negotiating...

Alright guys, what do you think we need? Here are the categories


As well as
- Bags
- thread
- ropes
- barrels
- miscellaneous (fuels, specialty goods)

I'm probably going to make Obsidian a priority, seeing as we could use a couple obsidian swords for our military. Except for that, any suggestions? I'm asking you guys since I won't be playing when the caravan comes back with these goods.

I'll also try to upload the map afterwards so you guys can look at the whole fortress and recommend anything in specific.
« Last Edit: June 14, 2008, 12:06:09 AM by Muffinmix »

I did happen to kill and butcher that giant eagle however, and I made a set of 45 bolts out of it's bones.

Usually you request the Miscellaneous, some booze, seeds, and in our case, probably some food.


PS: REQUEST TURTLES.

PS: REQUEST TURTLES.
Highest priority!!

Alright gonna update in a bit

Expedition leader's log, Day 37

We finalized the documents on imports, we chose to prioritize turtles, lumber, various fuels and steal bars, as well as booze and foodstuffs. Our current supplies were fairly good



We had a sudden increase in farming and it led to more then enough food to feed everyone. And so we began building a certain project, something massive no less. My burial and the elven murder scene were to become towers, from which we would rain death! The projects soon began construction, but then




Snatcher! It appears he stepped on one of the traps and was heavily wounded. He took a few steps but quickly fainted. The military was well under way, dUMBELLS arming himself with a Steel Mace and the Marksmen quickly running to grab some bolts.

dUMBELLS arrives on the scene first and heavily wounds the goblin, making a mangled mess of it's leg. Soon afterwards the marksmen arrives  and begins raining arrows on the foul beast. We shall have it's splattered head! The blood will feed our farms!!



Victory, with no injuries whatsoever. The squad was quickly set to Stand Down and begin training once again.



The traders request some specific goods, and after witnessing the ferocity and destructive prowess of our steel mace it seems they want one of their own. They also require some other goods, pah I have no time to heed their requests.



One of the dwarves have created something truly amazing, it only saddens me that I have no idea who in the blazes Adil is.



Finally, some Migrants arrive to help build our fortress. We have a Soap Maker, 2 Jewelers, a Pump Operator, a brewer, a leather worker, and a peasant.

And that's all for now, what do you guys think I should have them do? I could use some more recruits.
« Last Edit: June 14, 2008, 11:36:52 PM by Muffinmix »

Recruit the useless, put the usable to work.

 :cookieMonster:

Right after I set my mason to use the stone to build doors I was surprised to he see he constructed his first door as a masterpeice. I was kind of mad by the fact that it was a door instead of something more useful, but nonetheless, it is good.
He be the mason.

At least the dwarves will be kept happy by the masterpiece doors and tables.


We need alcohol...

Well, one of the migrants was a brewer, and you have an excess of (possibly brewable) plants...

Also lol at blaming food shortage on the mechanic.

Masterpiece engravings are a nightmare, if you end up mining them to make new rooms, the artist goes crazy.