FORT BALLSACKS TWO

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Re: FORT BALLSACKS TWO

Postby MagicManICT » Fri Aug 08, 2014 6:41 am

Damn, I missed that reading through the post.... I'll get it going as soon as possible. I've got family coming this weekend, so will do my best to get my turn done in a timely manner.
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Re: FORT BALLSACKS TWO

Postby MagicManICT » Fri Aug 08, 2014 8:08 pm

Well, first thing I'm doing is becoming leader! After all, new management was called for, so I stepped up to take it. Second thing I did was put some people in charge of managing everything. Now we have a bookkeeper and a manager. I also assigned a chief medical dwarf. Arnok is a fickle god and too quickly strikes down dwarves as it is. (Maybe we'll get a migrant that has some real medical skills.) I also set up some stockpiles near the workshops.

Just a week in, and the elves have shown up. I don't see much to trade to them, so I dig out the quality food stores and hope they'll be interested. I'm almost tempted to just ignore them, but a starting fort needs help wherever it can get it. After all, they might have some needed cloth or leather to trade, and maybe some booze.

Practically at the same time, a mason is struck by a mood. What's with these moody dwarves already? Don't they know their psychic vibrations will start attracting goblins and worse? There hasn't even been a chance to get a military up yet. (At least it was a mason and I have everything he wants at hand.)

So, I finish off the barracks only to have our expedition leader/militia commander decide to go train instead of go trade with the elves. (I don't blame him.) I thus remove the barracks so that he'll go back and do his job. If I had anyone else skilled in anything to do with trading, I'd assign them, but I'd rather not be ripped off by the pointy-ears.

And the migrants show up in the first month, too! Nineteen of them!! Good news: we have a few hunters in the group. Bad news: we have a few unskilled workers. To the pumps with you! (If we had any). Correction: you can be the manual labor building our walls!! Good thing is that we now have enough people nobody should be trying to do double duty.

Summer arrives, and no incidents. Work has started on a small stone wall to at least keep anyone from rushing straight in. The elves, as usual, had nothing interesting to trade. Work has begun on expanding the burrows and setting up an efficient crafting area.

Merchants from the humans arrive as expected, and we don't have much to trade yet but food. Our cook is starting to get the hang of it, though. Naturally, another dwarf wants to start construction on a legendary item, this time an engraver. And he wants wool cloth... I think I saw a yak or two around. Maybe I can quickly fulfill his desires... nope, no animals to shear. I'm sure the humans will have brought yarn or wool cloth, though.

Ah, I got an expert broker in the last wave of immigrants! I didn't notice this when they were giving me their list of skills, but going back through the paperwork, I was able to correct this. now our militia captain can stay focused on training our troops, a bunch of green recruits. Also, looks like the moody dwarf snagged cloth faster than I was able to trade for it. I think he snuck some from the merchants without them spotting him. (editor note: why does Firefox think snuck is misspelled or not a word?) He ended up making a legendary earring. le sigh.

That's all I've gotten to for now. It's now mid-summer. Will try to post more later.
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Re: FORT BALLSACKS TWO

Postby MagicManICT » Sun Aug 10, 2014 5:53 am

Ok, it's later...

Just a heads up: I changed the init files to give me a bit bigger screen. I backed up the original if anyone wants to revert. Also saw a post from Toady on the website that there's one odd save file bug he's trying to track down with little success. Hope we don't run into it.

And back to the game...

Well, we were able to finish trading, though the caravan is still waiting around to see if there is anything else we want to trade for. I suppose I could try, but they brought nothing else we particularly need.

Damn! Our first tragedy! Dzedajus was just found dead in the stream drained of blood! We have a vampire wandering around and no clue who it is. I've forgotten all the vampire lore that I was taught as a wee dwarf, so hope someone else in the fort can find the bloodsucker and lock him or her away to be harmless. Guess now is as good a time as any to start on the crypts. There's so little room to work with right now, though, with the caves so close at hand.

More immigrants just arrived, too. Another fisherman... err green recruit just showed up. Other than that, nothing that appears to be exceptional. Only 10 this time, but they brought two female cats. Did I ever mention I hate cats? Too small to eat, too fertile to just leave running around. And all that howling. By Armok, they shall be the first to be offered up on the altar!!

Almost time for the merchants to leave, and more of those macaques show up. This will be good practice for our new archers and recruits! Let the slaughter begin!! Well, wasn't much practice, but much enjoyment was had by the recruits after a season drilling. Several of the bodies were able to be butchered, too.

The summer ended without much news, except my prized panda has now gone missing. I suspect the vampire has gotten to it as none of the dwarves can find it. I don't know who it is, but at this point, I may be driven to murder.

It is fall now and the outpost liaison has shown up with the yearly dwarven caravan. I've spent the last few months prepping items that they wanted, though not nearly enough, I'm afraid. I'm sure we'll be able to get the things we need to last us the next year, though.

And yet another moody dwarf. I have a foreboding sense of disaster coming. The need to get the walls finished drives me now, lest the goblins show up. I fear that if we don't build them high enough, they'll just scale them faster than we can shoot them down. And to conclude this message, he creates a coffin. At least we'll have something to bury some noble in after the goblins chop him/her up (assuming there is anyone left in the fort).

I need to leave off here. More coming tomorrow! (I hope...)
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Re: FORT BALLSACKS TWO

Postby Dzedajus » Sun Aug 10, 2014 7:03 am

God dammit, why me? Please tell me that Dzedajus had a successor for his glorious name.
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Re: FORT BALLSACKS TWO

Postby ScrodumGod » Sun Aug 10, 2014 6:22 pm

Damn, poor dzedajus, why couldn't it be one of those worthless migrants :/

For vampires I believe they have a lot of skill, and that they have a huge family, but they lie about their family in their player page, you can also very clearly see who is the vampire using the therapist, I don't really mind.
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Re: FORT BALLSACKS TWO

Postby borka » Sun Aug 10, 2014 6:51 pm

Dzedajus wrote:God dammit, why me? Please tell me that Dzedajus had a successor for his glorious name.


Because you're the Marilyn Mansion of forums ?!? ;) -> Dzedalyn :P
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Re: FORT BALLSACKS TWO

Postby Dzedajus » Sun Aug 10, 2014 6:59 pm

borka wrote:
Dzedajus wrote:God dammit, why me? Please tell me that Dzedajus had a successor for his glorious name.


Because you're the Marilyn Mansion of forums ?!? ;) -> Dzedalyn :P


Hahah, but that assassination was clearly an inside job. Am I really that borderline and flashy?

Wow, that guy is 45 years old now and probably not so outrageous anymore.
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Re: FORT BALLSACKS TWO

Postby borka » Sun Aug 10, 2014 7:53 pm

MM never was outrageous but just a cheap clone to grab some cash ... guess how old Nik Fiend is today who was and is ... ;)

btw. ty guys for the entertaining thread
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Re: FORT BALLSACKS TWO

Postby MagicManICT » Wed Aug 13, 2014 5:32 am

to note: new version posted a day or two ago. It's actually two versions as there was a critical bug in the first that quickly got fixed and patched. No, I'm not including it, but if anyone checks for stability, might be worth using as there are several other fixes.

Hopefully my last entry and I'll pass it along. If I don't get finished tonight, I should tomorrow. I spent all day yesterday at the zoo with family and today moving my oldest off to college, so sorry for the delay.

Fall is passing with little incident. I've gotten a simple wall up and have started digging a moat. Hopefully our attackers can't swim well because I am having difficulty in convincing the dwarves to swim into the brook to install bars under the walls to block out that route for invasion. If all else fails, I suppose we can relocate the walls and avoid including the brook, but that'll be such a pain to plan and build. I would also like to push the walls up to around 4 or 5 stories with a few catapult turrets, but those are plans for future years.

9th of Timber, 501 -- Today watchmen reported seeing Conu Ceruupur, a mighty werelemur, outside the walls!! <snicker> what is such a ferocious beast as a werelemur going to do to mighty dwarves? Well... enough. She mangled our architect trying to build the drawbridge before he could run away. Our military set upon the beast, but was quickly outmatched. Much injury and death occurred. Now dwarves are throwing tantrums. Fighting has broken out in the courtyard. The beast returned to normal and is now running off, yet two dwarves doggedly pursue. The damage remains, though. Tragic.

Just remember.... https://www.youtube.com/watch?v=XcxKIJTb3Hg

Dwarves are starting to calm down, yet others are getting upset. I'm trying to get them to set up more coffins, but they refuse to listen to my orders. I find that some of the upset dwarves have smashed the mason's workshop. I have instructed them to build a new one, but doubt they will comply quickly...

Now this is just silly. As soon as I get one masons shop up, to build coffins to bury the dead in, someone comes along and knocks it down!

The tantrums continue, and now, as we are in early winter, a small band of well armed goblins appear. Everything is in tatters, but I shall tell our rag-tag military to stand up and fight (assuming they can even stand). Hopefully iron armor and weapons will be enough to deter the invaders.

Ha! maybe the craziness was enough to drive away the goblins, but the lot of them fled! Or maybe it was just the stench of death and decay...

Just in time for our mayor (at the moment) to go berserk. I have repositioned the military, and hopefully they can dispatch him quickly, but the season is just becoming sadder and sadder. To note, the dwarves elected Urist as their new mayor. She, alone, is ecstatic about recent events in the fort.

Just as I thought the day couldn't get any worse, another group of macaques show up. I've got a few military, and can press them into duty to get rid of the annoying critters, but they really have clean-up duties I'd rather they attend to.

Finishing up: Ok, it's late winter now, and life is starting to return to normal as the dwarves start burying their dead. So far I haven't found any "unexpected" bodies, so either our vamp was a victim of all the carnage, or, more likely, he's been kept happy (and fed) with all the death around. There are still lots of grieving dwarves and lots to clean up. One dwarf has gone mad and is wandering the halls. It can't be much longer before he dies of thirst. The sad part is all the babies that have lost parents and are slowly starving.

There should be plenty of living space for migrants in the spring. I've got a set of rooms for the mayor done, and designated where to put rooms for the sherrif. There is a load of unfulfilled justice from the tantrums--ignore or deal with it. There are about 40 dwarves in the fort at the moment, but 11 are babies, several of them going thirsty/hungry (mother is either injured and resting or dead), and one child. I have buried 30+ dwarves so far this last year, and there are still unburied bodies around.

And here is the download link for the next person. https://www.dropbox.com/s/5eqaf7zg7w5jf ... 05_win.zip
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Re: FORT BALLSACKS TWO

Postby Jesus_Smith_Nandez » Thu Aug 14, 2014 11:14 pm

Sorry for the delay I'll get on it tomorrow. Might record it too :D
HnH Videos
God bless
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