Monday, June 20, 2011

The Untold Story of Basementworkers

Strike The Earth!












1st Granite, 251













2nd Slate, 251













4th Slate, 251













6th Slate, 251













8th Slate, 251













13th Slate, 251
























15th Slate, 251













18th Felsite, 251













5th Hematite, 251













23rd Hemtatie, 251













5th Malachite, 251













13th malachite, 251













4th Galena, 251
























7th Galena, 251













8th Galena, 251












3rd Limestone, 251













7th Limestone, 251













8th Limestone, 251












Inevitably

Monday, May 30, 2011

The Full Flickered

So I got bored with the step-by-step development of Flickeredchannels as migrants started pouring in by the bucket-full, so I kept playing without documenting. The fortress is now a Barony with a fluctuating population of about 100~ dwarves, and somehow there's never more than 10 idle.

Here's maps of all the main locations.

The main entrance:

The main entrance to the fortress is a large hall with a tower that goes up from its right half. The tower goes up about four floors where a retractable bridge permits access into the hills. This is mostly to allow ease-of-access for my dwarves since it serves no tactical purpose.

The entrance hall floor is slick with blood and vomit and bones. It's also where we do our trading. Somewhere in there is the corpse of a Giantess, as well as that of a wandering Minotaur. These two Uninvited Guests didn't cause much trouble for me since my military descended upon them like a storm; where I had a lot of trouble was the Grizzly Bear. Some hunter decided he wanted to eat bear that evening and shot a bone bolt at the bear.

He was promptly torn apart. The bear, being a bear, remained angry and started hunting down dwarves and murdering them. It was a while before I noticed and brought in the military, and even then it managed to take out a few soldiers.

The main burial chambers are located outside the fortress and double as a historical hall. I once had a dwarf remain over the grave of a loved one for so long that they died of thirst.

The Baron's tomb is in the fortress proper, one level beneath the noble quarters. The development of his tomb has had an interesting effect on the dwarves. While carving it out, a dwarf wandered into the half-finished tomb, took off his pants, then left. Then a few others did the same, discarding robes and dresses. I guess they don't like him?

The top floor of the fortress is only one level above the Meeting Hall, but about four or five levels undergound. There's nothing particularly remarkable about its development or content. The food stores just keep growing, being anywhere between 1,000 and 2,000 units of food at any one time. The apartments themselves no longer need to grow as there are more rooms than living dwarves (there's more apartments on other floors).

After each goblin ambush, it's important to go assigning the now-vacant rooms to those unlucky migrants that didn't get a room in time. One of my favorite things to do is, after a while of running a fortress, snooping around the wardrobes and chests to see what the dwarves have collected. So far, they only seem to gather clothes and the chests remain empty.

I actually really want the Dwarven Economy to get implemented.

Also, you can see that I get miasma, but the refuse room is sealed off, thus protecting everyone else from the horrors of the stench of death.

From the main hub of the fortress, you can access every other part. In general, except for a few back-tunnels, the dwarves have to pass through the main meeting hall to get anywhere. From the apartments to anywhere else, they'll be forced to run into each other on a regular basis. The meeting hall also has a well and an enormous banquet-style table.

The hospital, barracks, jail and arena are the only sections you can access from the outside without setting foot inside the meeting hall.

The floor beneath the meeting hall has the main bulk of the apartments. It's also where I have the wood shops and the metal smiths, as well as the military barracks and the jail.

The jail was built mostly out of habit. Luckily for Flickeredchannels, the mayor's only interest was the construction of trumpets and preventing us from exporting them, so no one's ever been arrested for failing to fulfill these mandates.

The barracks are relatively small for the size of the military, currently 60 strong, comprised of more than half the population. With so many dwarves in the military, I only ever have half training at any one time with one squad patrolling outside. The result has been good. I just need to outfit them with more metal armor.

The bottom floor is where I keep all the stone. One of the things I hate when digging out a fortress is all the extra stone stockpiles you wind up with, so what I do is set one or two masons to do nothing but carve blocks out of the stone we gather. In the earlier stages of the fortress, this is fine, as construction runs rampant and blocks are needed. When a fortress matures, however, it's less effective, as the block stockpile just grows and grows.

Wednesday, May 11, 2011

Carving Out A Future


To start with is the farm, which is going to be simple and carved out of the black sand hill nearby. This farm will be temporary and just a source of food until we get some proper undergound ones going.

Domas Clashglaze, the miner, sets himself to work while Avuz Brainsling grabs an axe and starts felling trees. Once Domas is finished, I'll set him to carving out all the visible zircons to give his most hated enemy something to do. Meanwhile, Sarvesh Takepage, without prompting, grabs her fishing gear and starts fishing. Hopefully this river is carp-free.

I decide the small hill just to the left of the main site would be a good place for a pasture. I'm not too familiar yet with how pastures and farming large animals work, but surely some good will come out of it.

I assign our Yak and Two-humped Camel to it. Rimtar Entrancepapers, the grudge-filled Jeweler, and Sibrek Foggate drag the confused animals over.

And with that, production begins. Jeweler's and Carpenter's workshops are built while the farm is being dug out, and once that's done dwarves start collecting the black zircons the miner finds. Food is stockpiled and the first Plump Helmets are planted, and soon it's time to dig down to build the beginnings of what will doubtlessly be a glorious fortress!

We dig down six levels before striking Gabbro, a suitable mineral for carving out the large rooms we will need. According to the DF Wiki article, Gabbro contains a lot of interesting thing, Diamonds among them.

Now comes the tricky question of what shape I want my fortress to have. From the main stairs, the hallway will lead directly to the meeting hall, and it'll act as the nexus for all the different parts of the fortress.

Here's how I plan on doing it: the main stairs lead to the meeting hall, and from the meeting hall you go west for all food-related things and crafts. To the north will be the workshops and industry, and to the east will be the apartments. South, eventually leading off the main hallway, will be the Hospital, military and arena.

Yeah, sounds good.


Solon Bridlewind, a black-braided-hair, cobalt-eyed and particular skinny dwarf, officially becomes a carpenter through her efforts building beds, barrels and bins.

As we dig deeper, we inevitably produce more stone. What I've always hated are those stone stockpiles that build up the more you dig, but I've found a solution to that. I assign my Stoneworker, Momuz Plannedwound, to no longer haul anything and to indefinitely carve out stone blocks. Stone blocks are easier to store, make for better construction materials than raw stone, and are actually worth a bit of extra money in a pinch. Plus, it's an excellent way to keep your dwarf working. You just have to make sure to have a sufficient abundance of bins.

Sure enough, Momuz quickly earns the title of Mason as Domas Clashglaze, the Miner, finishes with the meeting hall outline and starts in on the future apartments.

The apartments finish without a hitch and each dwarf is furnished with a bed, a cabinet, and a coffer. The meeting hall is hollowed out, the starting wagon is taken down, and now we focus our attention on building the kitchens and food stores!

Thursday, May 5, 2011

The Earth, Struck

We'll start with the deities. Let's see who the founders of Flickeredchannels worship.
  • Stettad Ber Istrath: Stettad the Earth of Jewels is a deity of The Rainy Boulders. Stettad most often takes the form of a male dwarf and is associated with trade, wealth, jewels and minerals.
  • Lal: Lal is a deity of The Rainy Boulders. Lal most often takes the form of a male dwarf and is associated with fortresses.
  • Rungak: Rungak is a deity of The Rainy Boulders. Rungal most often takes the form of a male dwarf and is associated with trees.
  • Amug Oggezshedim: "Amug Holeshadow" is a deity of The Rainy Boulders. Amug most often takes the form of a male firefly and is associated with the sky and the stars.
  • Id Zas Doren: "Id the Crystal of Diamonds" is a deity of The Rainy Boulders. Id most often takes the form of a male dwarf and is associated with metals.
So this is the pantheon the dwarves will worship as they say their prayers every night before going to bed on their pile of rocks. Now, looking through their relationships, I noticed something interesting:


It would appear that Rimtar Desormonom, the Jeweler, has a grudge against Domas Lisidfikod, the Miner. An argument that started before they even left the mountainhomes? Maybe one blames the other for the mess they're in presently! Whatever the case, I better keep those two apart for now.

Next, let's take a look at the surroundings. Where the hell are we?

We appear to be in some sort of ravine, at the very bottom by the river. Here's a shot of the middle level:

And here's a shot of the doomed little dwarves, so happy, yet so hopeless:

Right, so, time to priotize objectives. Goblins aren't going to attack for a year or two, so we should spend our first year securing proper lodgings and food.
  • Create a farm with something to eat and something to brew
  • Dig out a large room to serve as a meeting hall
  • Build beds and barrels as the wood supply allows
  • Build a kitchen and proper storage for the food
  • Build a Trade Depot
These are my year 1 goals. Let's see how well I can meet them!

Friday, February 25, 2011

Flickeredchannels

In the beginning...

Alright, I'm going to document the development of a fortress from its beginning to its untimely end and try to upload as many pictures as I can along the way, explaining my decisions and my expectations, and how they go horribly wrong.

The version I'm using is v0.31.19.

Let's start with an entirely new world:


First off, world generation. I personally like the history to be very short, because I like the idea that once your fortress crumbles and the game advances by a year, you create the world's history. I don't think I've ever made it longer than 26 years.

I also like there to be a ton of unique sites, horrible monsters and natural savagery. The game states that it makes embark a bit harder, but what it's really saying is it increases the amount of Fun.

So, let's see what kind of world it creates...

Behold! Nitom Num, "The Planets Of Wind"!


Nice!

Historical figures: 1124
Dead: 223
Events: 2201

Strike Tha Motherlovin' Earth!

Alright, this looks like a good spot:

Yes, the Jungle of Influences, right next to the brook known as Dregestigma the Undignified Length. A ton of different minerals and heavy forests. The warm weather will keep my dwarves from dying of thirst and the neutral wilderness will prevent hunting injuries.

I usually like to take places that have Untamed Wilds, but this will do.

Now, as experienced as I am with the game, I still always take the Play Now! option just for the sake of convenience. The default load-out usually has everything I need to get started right away, and if not it's not a big deal to change the labors needed.

And so starts a new chapter in dwarven history with the founding of the outpost Nelascatten, "Flickeredchannels". Strike the earth!

Tuesday, February 22, 2011

Blowbridges The Impregnable

Early in its life, Blowbridges was the target of goblin raiders. They attacked in large numbers and in waves, so to make sure my dwarves would get to see another winter, I had to build with defense in mind.

Part 1: Bridges And Towers

My base idea for defensive design involves simply building a moat with a rising bridge. It's an effective way to keep the attackers out, if you manage to raise the bridge in time, but it does have a few drawbacks. Namely, while your attackers are stuck outside, you're stuck inside. What's worse, any dwarves that didn't hear the alarm in time and got stuck on the wrong side are likely to get hunted down and killed.

Still, as an early defense system, you could do worse.

For Blowbridges, I decided to expand on the idea: I built a tower that had two moat-level bridges on either side of it, and then another tower across from it with a bridge that connected the two at the very top level. That way, when goblins attacked, I would sound the alarm and then all the dwarves would come running through the moat-level bridge. When the goblins got too close, I would raise them, forcing everyone that didn't make it to detour back to the second tower.

For the late dwarves, this was a life-saver. It allowed them a second chance to survive, and the detour the goblins had to take would allow me to get my military in place. When the goblins came climbing up the tower, at the top they would find my soldiers waiting for them, and in the cramped space would almost always be defeated. If things looked too grim, I could always retract the bridge on which they fought, ensuring that no one got through. I might lose a few dwarves in the process, but that's hardly a new problem.

This strategy led to the fewest losses I've ever had from goblin ambushes.

Part 2: The Great Wall Of Blowbridges

As great as it was to have a good defense plan to fall back on, the ambushes were still a problem as they grew in frequency and violence. Dwarves working on faraway projects might get cut-off when the alarm was sounded, or others might get interrupted by wandering Cyclops and other beasts. It was clear a solution was needed.

Thus began the construction of the Great Wall of Blowbridges. The land surrounding the two towers and the masoleum was slowly surrounded by a two-level tall wall of chalk and granite, taking up all my spare stone, forcing me to start strip-mining to get enough resources. It was massively long, and in many places the goblins were able to climb through where the land hadn't been properly flattened.

Despite a couple of ambushes, I was able to get it completed in time. A moat was dug, a bridge built, and two guard towers with barracks erected. Horses were placed at the entrance to ensure no creature could sneak past without alerting everyone.

It was about this time I discovered the strangest thing:


A bloody cape.

The bloodiest cape. Was this a rag that was used for cleaning? Or maybe it was an omen of things to come?

Part 3: A Sword In Between

With the wall erected, the dwarves couldn't really expand outwards anymore. The hunters still journeyed forth, but we no longer suffered from surprise attacks. The goblin invasions were done.

So they dug down.

The deep caverns contained many strange and wonderful beasts, some less friendly than others, but nothing was as strange as the mysterious temple we discovered.



Naturally, I sent the military in before the civilians. It turned out to be full of zombies! Zombie Snailmen, zombie Tigermen, but nothing my military couldn't handle. In fact, some of my military even developed fighting tactics based on how the zombies fought!



Eventually, reaching the bottom floor, we found the strangest thing: an adamantium shortsword sticking out of the ground beside a blowing portion of the floor.



Naturally, we pulled it out.

And that was Blowbridges.

The glowing spot on the floor stopped glowing immediately and a portal opened up. Demons poured forth by the hundreds. The Mayor was the first to go as he was the one to pull the sword, and the rest of my military fell inside that dread temple, fighting off the unending hordes.

There were several contingency plans in place to prevent the demons from reaching the main fortress, but all of them were in vain. Doors were smashed, open spaces were flown over, traps were ignored... the demons hunted down the dwarves down to the last.

And so sits the Blowbridges, a massive, nigh-impregnable fortress, destroyed from within, home now only to ghosts and something far more sinister...

Thursday, January 6, 2011

Return to Wildnesspaged

The tales of Wildnesspaged and the treasures it supposedly holds has, on more than one occasion, encouraged a group of foolhardy dwarves to attempt a journey to retake it.

---------------------------

From the journal of Id Nishdeg, expedition leader of the first dwarves to attempt to reclaim Wildnesspaged:

"1st of Granite: We have arrived at the fabled Wildnesspaged and can confirm that the maps are right. There is a scar on this land, and the tower of Wildnesspaged stands in the middle of it, like a dagger still in the wound.

It seems we are not the first visitors the fortress has seen since it became silent; animals and creatures of every kind have ravaged it, strewing about the furniture and treasures that were once inside. Broken barrels and cabinets are now nests for all manner of creature while nature slowly reclaims its stake. The trees have managed to grow again, but there remains something very sinister in the air.

My fellows are wary and uncomfortable. Something about the silence seems off. We spotted some goblins not too far away from the fortress, but they dared not approach. Do they know to fear our dwarven might, or does something lurk inside that scares them more than we do? Tomorrow we find out. Tomorrow we go in."

No further journal entries were found.

---------------------------

From the journal of Sarvesh Eshtannitig, expedition leader of the second group to attempt to retake the fortress:

"1st of Granite: It has been a year since Id's expedition left the mountainhomes and we have decided to follow his trail more cautiously. We arrived at the location of the fortress to a very eerie sight: the Tower of Wildnesspaged, silent and foreboding, and Id's expedition's wagon, abandoned and overgrown. The supplies inside were still good, the barrels still sealed tightly, the seed bags unpierced. My guess was that they ventured forth into the fortress and were taken by whatever vile force has taken residence in it.

I have ordered the construction of a temporary outpost just north of the Tower. We will fortify it and hone our combat skills before venturing inwards. Most of what has been strewn about is re-usable, needing only minor reparations. Dwarven craftsdwarfship is, after all, the best in all the land."

"6th Hematite: Our temporary outpost is nearly finished and our stocks are enough to carry us through several winters. We have not yet seen any caravans, but we were able to salvage enough goods that trade should be bountiful. I think we will opt to trade for weapons and armor.

Not everything is well, however: we have lost Amost Ulingendok. He was our dedicated fisherdwarf, but as the frozen seasons here last longer than usual, the rivers were solid ice and un-fishable. As such, he took up hunting thanks to the many bolts we were able to scavenge.

He was unable to find any of the fabled unicorns we heard talk of, but he did encounter a small tribe of shy goblins. They did not attack, so neither did he, but they were careful to avoid us. Something has these monstrosities scared, but at first we thought nothing of it.

Amost must have discovered what it was, though, since one evening, he failed to return from his hunt. We set out to search for him and came upon his corpse, a most unsettling sight: there was not a mark on him, no wound or bruise. Only an expression frozen on his face, that of pure terror, so much so that his spirit could not bear to remain.

This place is evil. We will begin training immediately."

"17th Malachite: Our outpost is complete, just in time to welcome a group that followed us out. There weren't many back in the mountainhomes that were brave enough to come with us, but I no longer blame them. These six new should give us the edge we need when we venture inside.

The plan is thus: we lock our outpost to avoid outside invasion and dig a tunnel to enter Wildnesspaged from underground. Whatever it was that took Id's expedition will likely be expecting us at the front gate.

As a further testament to the reliability of the dwarves of Wildnesspaged, the traps at the front gates of the Tower are still functional; there are two cages which have trapped both a giant toad and one of the fabled unicorns. These will make fine trophies for our humble (and temporary) dining hall."

"9th Limestone: Our military is ten strong. It is time we breached Wildnesspaged.

Unlike our stargazing-mooncalf predecessers, we will not waltz in through the front gate. If these old maps of Wildnesspaged are accurate, we should be able to build a tunnel that leads directly into the forges. From there, we will barricade the exits and take an initial survey of the area. This is how we will take it: piece-by-piece.

The digging has already begun. We should breach the walls by the end of the month."

No further journal entries were found.

---------------------------

With the loss of this second, better-prepared expedition, the legends of Wildnesspaged took a darker turn in their telling. There were now rumours of ghasts and other demons. The most convincing tale -- the one that became most widely-believed -- was that the original dwarves of Wildnesspaged had awakened one of the Old Titans who destroyed them, and any other dwarves that came afterwards. So convinced, in fact, were the leaders in the mountainhomes that the next party to be sent out to Wildnesspaged was sent out of punishment. A brutal band of killers, led by Tulon "the bloodthirsty" Uzolshameb, was banished to Wildnesspaged where it was assumed they would perish. What follows are the found journal entries:

"1st Granite, 25: We've heard the legends, but we're not scared. There's nothing we've met that doesn't bleed, and we're good at making things bleed. Legends be damned; if they knew their history instead of listening to rumours they'd remember that it was originally thieves and killers that founded Wildnesspaged in the first place. All we're doing is taking it back.

12th Granite: We've ventured inside and can already confirm that Wildnesspaged is a haunted place. There were ghostly apparitions that walked these halls, particularly the old living quarters, but that didn't stop us from choosing beds we thought were comfortable.

We went down as far as the stairs in this place will lead and we discovered an unfinished living quarter and dining hall, but with a working well. While we were contemplating this, a cave crocodile came charging out of the lower caverns. Took Mebzuth totally by surprise, poor bastard. Got his entire lower body just ripped right off. Still, gave the rest of us enough time to grab our weapons and take it on, and now it's a pile of blood and bone. Looks like it might be good for cooking, too.

Ast lost his nose in that fight, so now we're going to see if the hospital still works.

All in all, not a bad start. Cursed my hairy dwarven arse!"

No further journal entries were found.