So in my current fort, I decided to not use a danger room. I made three squads of 10 soldiers, one of axes, one of mixed maces/hammers, and one of crossbows based on the skills the dwarves I drafted had. While I managed to get the marksdwarves up thanks to a nigh-invulnerable forgotten beast I trapped behind some fortifications (it now has over 500 bolts stuck in it!) the melee squads were training very s l o w l y with most troops around skill levels 1-4.
Reading the wiki and forums, there was a suggestion that squads of 2 soldiers trained the fastest.
Sunday, August 28, 2011
Thursday, August 4, 2011
Levers weren't long enough...
...but I had places to put them.
The entry floor of the fortress:
When the moatworks bridges are raised they deny access to the interior of the map (but not the abbatoir). (I guess its possible they could enter from the brook, too, which would get them inside the moatworks.) You need to close the inside bridge using the lever on 135, to seal the fortress itself. The bridge outside was just to shorten a route over the brook, and is not linked to a lever. You can see the two barracks in this shot as well. But sending guys outside to harvest wood or gather plants should be relatively secure, inside the bridges at least.
The danger room is inside the inner barracks. Just station troops inside it and have someone pull the lever on repeat. I only used it a little - maybe 10 strokes or so - to get troops out of the totally green skill zone, since it skills them up very rapidly. If you "accidentally" let pets or children (including babe-in-arms for female soldiers) in the room while it is active, they will be killed. Feel free to ignore it and let natural training take place, or assign troops in there for hours and hours and turn them into Cave Seal Team Six.
One level below:
The unmarked lever shortcuts the trap corridor, not shown. It should probably never be pulled. You may want to create another bridge to block the entrance to the trap corridor, and link it to this lever, so dwarves can safely go in and reset the weapon traps if they get jammed.
You have over 300 coke already made (along with another almost 200 lignite dug out waiting to be processed, and plenty more unmined veins on levels in the northeast). The miners had finished digging everything I designated. We have gold nuggets that haven't been smelted too, so you can start crafting some serious bling if you want.
You can craft stuff to trade in just about any industry you want. We have:
3 legendary miners
1 legendary carpenter
5 legendary masons
1 legendary weaponsmith
2 very close to legendary armorsmiths
1 legendary gem setter
1 legendary woodcrafter
1 legendary stonecrafter
1 very close to legendary weaver
1 very close to legendary clothesmaker
The skill that we need to improve the most is stone detailing. There are lots of designations from Miranda that haven't been completed yet, so they've been working all year, and our best engravers are still only level 6-7.
You have 1500 drinks, 500 prepared meals, and plenty of food coming in. You can keep cooking Lavish Meals to improve morale.
The caverns are currently sealed. I did no exploration, except near the top for coal, and for grabbing some wood early on. Feel free to send some soldiers out exploring (or just throw some of our excess kittens in there and wall the entrance back up, they'll go exploring for us.)
The storehouses for trade goods are filled, so the stuff in the depot is not getting hauled. (I wonder if thats why the caravan didn't unload more things.) If you care about that you might dig and designate some new stockpiles.
If you want to craft new, more expensive furniture for everyone, there are whole layers of obsidian (starts around Z=109). You could dig out a big area and make mason's workshops down there, then refurnish everything.
Well Josh, here's the keys. Don't wreck it!
http://dl.dropbox.com/u/36782583/PlaidSlacks%20141.zip
The entry floor of the fortress:
When the moatworks bridges are raised they deny access to the interior of the map (but not the abbatoir). (I guess its possible they could enter from the brook, too, which would get them inside the moatworks.) You need to close the inside bridge using the lever on 135, to seal the fortress itself. The bridge outside was just to shorten a route over the brook, and is not linked to a lever. You can see the two barracks in this shot as well. But sending guys outside to harvest wood or gather plants should be relatively secure, inside the bridges at least.
The danger room is inside the inner barracks. Just station troops inside it and have someone pull the lever on repeat. I only used it a little - maybe 10 strokes or so - to get troops out of the totally green skill zone, since it skills them up very rapidly. If you "accidentally" let pets or children (including babe-in-arms for female soldiers) in the room while it is active, they will be killed. Feel free to ignore it and let natural training take place, or assign troops in there for hours and hours and turn them into Cave Seal Team Six.
One level below:
The unmarked lever shortcuts the trap corridor, not shown. It should probably never be pulled. You may want to create another bridge to block the entrance to the trap corridor, and link it to this lever, so dwarves can safely go in and reset the weapon traps if they get jammed.
You have over 300 coke already made (along with another almost 200 lignite dug out waiting to be processed, and plenty more unmined veins on levels in the northeast). The miners had finished digging everything I designated. We have gold nuggets that haven't been smelted too, so you can start crafting some serious bling if you want.
You can craft stuff to trade in just about any industry you want. We have:
3 legendary miners
1 legendary carpenter
5 legendary masons
1 legendary weaponsmith
2 very close to legendary armorsmiths
1 legendary gem setter
1 legendary woodcrafter
1 legendary stonecrafter
1 very close to legendary weaver
1 very close to legendary clothesmaker
The skill that we need to improve the most is stone detailing. There are lots of designations from Miranda that haven't been completed yet, so they've been working all year, and our best engravers are still only level 6-7.
You have 1500 drinks, 500 prepared meals, and plenty of food coming in. You can keep cooking Lavish Meals to improve morale.
The caverns are currently sealed. I did no exploration, except near the top for coal, and for grabbing some wood early on. Feel free to send some soldiers out exploring (or just throw some of our excess kittens in there and wall the entrance back up, they'll go exploring for us.)
The storehouses for trade goods are filled, so the stuff in the depot is not getting hauled. (I wonder if thats why the caravan didn't unload more things.) If you care about that you might dig and designate some new stockpiles.
If you want to craft new, more expensive furniture for everyone, there are whole layers of obsidian (starts around Z=109). You could dig out a big area and make mason's workshops down there, then refurnish everything.
Well Josh, here's the keys. Don't wreck it!
http://dl.dropbox.com/u/36782583/PlaidSlacks%20141.zip
Tuesday, August 2, 2011
25th Timber
The liason from the mountainhomes has offered to make us a barony! The mayor nominates herself to be the first baroness. While this isn't surprising, she is also our broker. The meeting with the liason continues to drag on, and I hope she can get to the depot before the traders depart.
I see our engravers have been set to smooth a huge amount of the hall, which explains why the fortifications have not been carved into the outdoor barracks. I do wonder why our dining hall is built on clay, which cannot be smoothed or engraved to improve morale.
The liason from the mountainhomes has offered to make us a barony! The mayor nominates herself to be the first baroness. While this isn't surprising, she is also our broker. The meeting with the liason continues to drag on, and I hope she can get to the depot before the traders depart.
I see our engravers have been set to smooth a huge amount of the hall, which explains why the fortifications have not been carved into the outdoor barracks. I do wonder why our dining hall is built on clay, which cannot be smoothed or engraved to improve morale.
The trenches I dig to try and seal the eastern edge of our river area have breached the mining tunnels. I quickly order the breach sealed.
Justice
8th Sandstone
I receive a letter addressed to me in my medical capacity, a letter filled with hurtful, vile words. Words like, Malpractice, Criminal Negligence, and Legal Retribution. Having treated a few broken and bloody recipients of dwarven "justice", a cold sweat breaks out under my beard. Fortunately, we have grown thus far without a justice system in place which gives me a way to minimize any damage preemptively.
I ask Christopher Rithlutunib to be our Captain of the Guard, as he is one of our founding dwarves. He starts to protest, claiming that he is weak and very quick to tire. I point out that with the constant training a law officer can engage in, those attributes will improve. I also point out that as a noble, he will be assigned a larger room with his own office, dining room and furniture. I further point out that since there have been zero violations of the law so far, he will likely have very little work to do except sit in the dining hall and drink. This gets his attention. He asks if we could have the plant processors mill some dwarven flour, and get the cook to come up with some sort of... circular... fried... dough... things, glazed with Dwarven Sugar, to eat while he drinks his Sewer Brew. Since we already have three querns, I agree.
He accepts the position.
I receive a letter addressed to me in my medical capacity, a letter filled with hurtful, vile words. Words like, Malpractice, Criminal Negligence, and Legal Retribution. Having treated a few broken and bloody recipients of dwarven "justice", a cold sweat breaks out under my beard. Fortunately, we have grown thus far without a justice system in place which gives me a way to minimize any damage preemptively.
I ask Christopher Rithlutunib to be our Captain of the Guard, as he is one of our founding dwarves. He starts to protest, claiming that he is weak and very quick to tire. I point out that with the constant training a law officer can engage in, those attributes will improve. I also point out that as a noble, he will be assigned a larger room with his own office, dining room and furniture. I further point out that since there have been zero violations of the law so far, he will likely have very little work to do except sit in the dining hall and drink. This gets his attention. He asks if we could have the plant processors mill some dwarven flour, and get the cook to come up with some sort of... circular... fried... dough... things, glazed with Dwarven Sugar, to eat while he drinks his Sewer Brew. Since we already have three querns, I agree.
He accepts the position.
![]() |
| You will respect my authoritah! |
Monday, August 1, 2011
Out of Context
So, I was wondering what starting skills and resources people usually choose. Lately I've been taking no picks and no axes, instead taking coal, iron ore, flux and some bauxite and making my tools on site as a challenge. Often I take a goodly supply of sand for the free bags.
Mason 5 / Architect 5
Carpenter 5
Hunter (various)
Weaponsmith 5
Armorsmith 5
Blacksmith 5 / Metal Crafter 5
Leader / Doctor
How many dwarves is too many for you? I usually set my pop cap at 80 to avoid slowing things down. Bill apparently prefers a quantity over quality approach, judging by his posts.
In other news, I was thinking of putting together a care package for the Toady One and Three Toe. A check for sure, and maybe some fudge or cookies or peanut brittle? Do you think it would be weird to receive candy from a fan?
Mason 5 / Architect 5
Carpenter 5
Hunter (various)
Weaponsmith 5
Armorsmith 5
Blacksmith 5 / Metal Crafter 5
Leader / Doctor
How many dwarves is too many for you? I usually set my pop cap at 80 to avoid slowing things down. Bill apparently prefers a quantity over quality approach, judging by his posts.
In other news, I was thinking of putting together a care package for the Toady One and Three Toe. A check for sure, and maybe some fudge or cookies or peanut brittle? Do you think it would be weird to receive candy from a fan?
Waiting for the worst
16th Galena
The traders have brought plenty of good things. For some reason, they are interested in all the bloody clothing that the invaders and wrecked caravans dropped. I am glad to be rid of it, as it is clogging the warehouses, although I hope they don't notice that some of the clothing was from the last human traders who came by. I also trade more instruments for all their logs, food, booze, foreign seeds (building a greenhouse to raise surface plants safely below ground will bring a welcome addition to our diet), metal, as well as cages and weapons to fill the trap hallway. Oh, and four more anvils.
The traders have brought plenty of good things. For some reason, they are interested in all the bloody clothing that the invaders and wrecked caravans dropped. I am glad to be rid of it, as it is clogging the warehouses, although I hope they don't notice that some of the clothing was from the last human traders who came by. I also trade more instruments for all their logs, food, booze, foreign seeds (building a greenhouse to raise surface plants safely below ground will bring a welcome addition to our diet), metal, as well as cages and weapons to fill the trap hallway. Oh, and four more anvils.
Subscribe to:
Comments (Atom)



