Title: Strike the Earth 2
Description: The Beardening
Knight - July 28, 2011 08:12 AM (GMT)
********************
Expedition Leader's Log, Day 23: I hope that damnfool duke knows what he's doing. This terrain certainly doesn't look
like the mineral rich mountains I was led to expect. Still, the landmarks match my map, and I can't complain about the surface resources. We've made camp at the base of some cliffs, near a small river. Plenty of trees for fuel, and flowing water for power. If this area is even half
as rich as the duke's survey claimed, we should be set to make a proper outpost.
Not a sign of wild carnivores anywhere, either. Not that I'm counting on that. I want picks striking earth for temporary shelter as soon as possible. It's too quiet here. I'd almost be relieved to see a panther stalking the hillside. At least I wouldn't have to be worried about what kept them away...********************
That's right,
I'm at it again. I'll be doing a bit of survey this time to make sure this one won't get stalled by a horribly broken map. Magma oceans dumping into the pits of hell tend to kill framerate rather quickly. <.<
I won't bother redoing my introduction to the game, as the few people not familiar with it can glance at the previous thread. I'll repost the important info here, though:
| QUOTE |
Skills we'll need at start Mining: A big no-duh, here. We'll be digging a LOT. We'll probably have at least two full-time miners. Ironically, this means we can get away with less skill in mining at embark, as it'll level quickly.
Wood Cutting: Someone has to murder all those trees. Again, skill will level, so starting with the full 5 points isn't required.
Carpentry: For crafting furniture early on, and crafting beds always.
Masonry: For making nearly all our furniture once we're established. Also important for fortifications to defend against the goblin hordes.
Farming: Our single best source of food and brewables is underground farming. I like to start with two farmers, then mix them with other important skills like brewing and cooking.
Brewing: What, you want us to drink water?
Someone will be getting assigned to those tasks fairly quickly, even if we don't have someone with the skill. On-the-job training!
In addition, there are a number of skills that are useful but less necessary. The names are fairly self-explanatory: Bowyer, Ambusher (Hunter), Butcher, Tanner, Leatherworker, Fisherman
The crafting skills, which we'll need later: Wood/Bone/Stone/Metal-crafting, Armor/weapon/black-smithing, Gem-cutter/setter
And the combat skills: Axe/Hammer/Spear/Sword weapon skill, Fighter/Dodger/Armor/Shield basic skills, and Marksdwarf/Archer/Ambusher ranged skills.
Then there's the social skills... the majority of them are mostly useless, but a few will actually be needed: Record Keeper: If we want to know just what's actually in all our stockpiles, we'll need a bookkeeper. Appraiser: Can't trade very well if we don't know what our goods are worth. Negotiator/Imtimidator/Judge of Intent: Useful skills for trading and getting us better deals on the crap we want to pass off as 'ethnic stonework'.
Yes, there are other skills, but they're not worth starting with, and I'm not going into them here. Like those medical skills, which are for pansies. |
In addition to those listed above, Dwarf Fortress now has skills for pottery and beekeeping. I intend to pretty much ignore the latter entirely, but pottery is useful, should we find ourselves in a location with clay. You can find a complete skill-list
here.
Unlike last time, I don't have a location picked out yet. The one I was eyeing initially turned out to be "serene", which would be boring. We're dwarves! We're looking for
fun! In any case, everything is up for discussion... within reason. You want to start on the sides of a mountain because there's a volcano? Want to search for the best combination of minerals, regardless of danger? Want to hunt unicorns in the bright serene forests? Put your vote in.
I'm also not going to drive myself insane trying to name every dwarf this time. People can volunteer like before, and I'll simply name dwarves as they distinguish themselves, or do something worth noting. There's no reason to waste audience participation on random laborers, I figure.
SO, who wants in? Step right up! Volunteer to raise a fortress that will dominate the world! Or at least volunteer someone else. We need workers!
********************
Expedition Leader's Log, Day 23: I hope that damnfool duke knows what he's doing. This terrain certainly doesn't look
like the mineral rich mountains I was led to expect. Still, the landmarks match my map, and I can't complain about the surface resources. We've made camp at the base of some cliffs, near a small river. Plenty of trees for fuel, and flowing water for power. If this area is even half
as rich as the duke's survey claimed, we should be set to make a proper outpost.
Not a sign of wild carnivores anywhere, either. Not that I'm counting on that. I want picks striking earth for temporary shelter as soon as possible. It's too quiet here. I'd almost be relieved to see a panther stalking the hillside. At least I wouldn't have to be worried about what kept them away...********************
That's right,
I'm at it again. I'll be doing a bit of survey this time to make sure this one won't get stalled by a horribly broken map. Magma oceans dumping into the pits of hell tend to kill framerate rather quickly. <.<
I won't bother redoing my introduction to the game, as the few people not familiar with it can glance at the previous thread. I'll repost the important info here, though:
| QUOTE |
Skills we'll need at start Mining: A big no-duh, here. We'll be digging a LOT. We'll probably have at least two full-time miners. Ironically, this means we can get away with less skill in mining at embark, as it'll level quickly.
Wood Cutting: Someone has to murder all those trees. Again, skill will level, so starting with the full 5 points isn't required.
Carpentry: For crafting furniture early on, and crafting beds always.
Masonry: For making nearly all our furniture once we're established. Also important for fortifications to defend against the goblin hordes.
Farming: Our single best source of food and brewables is underground farming. I like to start with two farmers, then mix them with other important skills like brewing and cooking.
Brewing: What, you want us to drink water?
Someone will be getting assigned to those tasks fairly quickly, even if we don't have someone with the skill. On-the-job training!
In addition, there are a number of skills that are useful but less necessary. The names are fairly self-explanatory: Bowyer, Ambusher (Hunter), Butcher, Tanner, Leatherworker, Fisherman
The crafting skills, which we'll need later: Wood/Bone/Stone/Metal-crafting, Armor/weapon/black-smithing, Gem-cutter/setter
And the combat skills: Axe/Hammer/Spear/Sword weapon skill, Fighter/Dodger/Armor/Shield basic skills, and Marksdwarf/Archer/Ambusher ranged skills.
Then there's the social skills... the majority of them are mostly useless, but a few will actually be needed: Record Keeper: If we want to know just what's actually in all our stockpiles, we'll need a bookkeeper. Appraiser: Can't trade very well if we don't know what our goods are worth. Negotiator/Imtimidator/Judge of Intent: Useful skills for trading and getting us better deals on the crap we want to pass off as 'ethnic stonework'.
Yes, there are other skills, but they're not worth starting with, and I'm not going into them here. Like those medical skills, which are for pansies. |
In addition to those listed above, Dwarf Fortress now has skills for pottery and beekeeping. I intend to pretty much ignore the latter entirely, but pottery is useful, should we find ourselves in a location with clay. You can find a complete skill-list
here.
Unlike last time, I don't have a location picked out yet. The one I was eyeing initially turned out to be "serene", which would be boring. We're dwarves! We're looking for
fun! In any case, everything is up for discussion... within reason. You want to start on the sides of a mountain because there's a volcano? Want to search for the best combination of minerals, regardless of danger? Want to hunt unicorns in the bright serene forests? Put your vote in.
I'm also not going to drive myself insane trying to name every dwarf this time. People can volunteer like before, and I'll simply name dwarves as they distinguish themselves, or do something worth noting. There's no reason to waste audience participation on random laborers, I figure.
SO, who wants in? Step right up! Volunteer to raise a fortress that will dominate the world! Or at least volunteer someone else. We need workers!
Current crew and volunteers:Dwarves:
♂Knight - Expedition leader, mason
♂Jon - Miner, stoneworker
♀Mike - Miner, cook; reprising his role as "Michelle"
♂Carmichael - Brewer, farmer, doctor
♀Mordain - Axedwarf, military trainer
♀Notty - Cheerleader, Broker, Diplomat, assistant medical dwarf
♂Nifar - Woodcrafter/carpenter
?GJ - Hunter
♂Ou Des - Mechanic
♂JayDee - Jeweler
♂Zap - Potter
♂Luke - Woodcutter
♀Algasir - Bonecrafter
♂MFD - Beekeeper
♂Immy - Weaponsmith
♂Kiwi - fisherdwarf/Axedwarf
♂FZ - Engraver
♂Trek - Engraver
♂Luppy - Milker
Dwarf draftees:
Axedwarf squad 1:
♂Bullseye
♂Newb
♂Draco
♂Silvers
♂Cyrus
♂Kiwi
Mining Crew:
♀Randa
♀Spriteless
♂Ryu
Craftsdwarves:
♀Meagen - Stonecrafter
♀Anna - Clothier
♀Belle - Adamantine Strand extractor
♀Yue - Armorsmith
Other:
♀Nefi - Herbalist
Ou des - July 28, 2011 08:35 AM (GMT)
My vote is for a densely forested area with an aquifer.
As for a job I want to be an animal trainer.
Just Jon - July 28, 2011 09:18 AM (GMT)
I vote for head Miner man again. Someone has to make sure these shortbeards keep on track!
Grandmaster Jogurt - July 28, 2011 09:27 AM (GMT)
HUNTER
Assuming you go to an evil area full of elephants.
But I guess even if not.
Notty - July 28, 2011 09:44 AM (GMT)
Want to reclaim my position as social skiller-er!
Nifar - July 28, 2011 10:37 AM (GMT)
Brewing, if you don't mind. Mostly because it's the closest to a bartender that those tiny bearded heathens have.
Carmichael Micaalus - July 28, 2011 12:14 PM (GMT)
I'll take the same position I filled last time if it's still open.
MFD - July 28, 2011 02:09 PM (GMT)
Fuck you Knight I want to be a beekeeper.
Knight - July 28, 2011 03:03 PM (GMT)
Ou, Aquifers are out. I hate punching through them, and it's just an unnecessary annoyance and artificial slowdown at the start of a game. I file this under the "ford the river" category.
Nifar, anything else you'd be interested in? Car sorta has seniority on "bartender" around here. <.<
MFD, I'll probably mess with beekeeping a bit later on. I just don't properly know how it works yet.
Edit: Also, reminder. We need a
fortress name. Or I can just go with whatever mashing the random button a few times gives me. That's what got us "Catknives" last time.
MFD - July 28, 2011 04:14 PM (GMT)
Our fortress name shall be...
Proletariat Compound for Greater Dwarfdom.
Also 5 Woodcutting, 2 Marksdwarf, 3 Beekeeper.
LuppyLuptonium - July 28, 2011 04:27 PM (GMT)
I can be that guy who moves that cage with the bear in it but just the cage leaving the bear. Guess mine will be on the job training.
And for name "The Base" seems fine.
mordain - July 28, 2011 07:03 PM (GMT)
I'll be that dwarf that does that awesome thing. You know the one.
Also I don't recall the fortress name creator having the word "Proletariat", and it definitely can't do something as simple as "The Base".
Algasir - July 28, 2011 07:04 PM (GMT)
Knight - July 28, 2011 07:05 PM (GMT)
| QUOTE (mordain @ Jul 28 2011, 12:03 PM) |
| and it definitely can't do something as simple as "The Base". |
... you know, now that I think about it, it might be able to do this.
Grandmaster Jogurt - July 28, 2011 07:44 PM (GMT)
JayDee - July 28, 2011 07:54 PM (GMT)
Any Gemcutters/bookkeepers yet?
If so, I'll take engraving.
Immolation - July 28, 2011 08:11 PM (GMT)
calling dibs on the black smith/armorer/weapon smither.
As for the fortress name.... Yeah, I don't have any good ideas.
Ou des - July 28, 2011 08:55 PM (GMT)
| QUOTE (Knight @ Jul 28 2011, 11:03 AM) |
| Ou, Aquifers are out. |
The beards of your ancestors wilt in shame.
In that case I suggest a desert with at least one level of clay.
Edit: And coal or lignite deposits. Those damn caravan's never bring enough fuel.
Knight - July 28, 2011 09:08 PM (GMT)
So far:
♂Ou - Animal Trainer
♂Jon - Miner
?GJ - Hunter (unfortunately, elephants seem oddly rare these days)
♀Notty - Cheerleader
♂Nifar/Car - Brewer/farmer?
♂MFD - Beekeeper (eventually)
♂Luppy - Random Laborer #487
♀Mordain - Awesome thing (Militia Captain?)
♀Algasir - Squall (whatever...)
♂Jaydee - Bookkeeper/gemcutter
♂Immy - Blacksmith
♂MikePB - Miner
And Ou, I'd have to embark and use dfhack to reveal the map to confirm coal/lignite presence. Normally, I just make sure to embark with someplace with plenty of trees to murder, but someone is set on dooming us before we start, it seems. :P
MikePB - July 28, 2011 09:14 PM (GMT)
Dammit, MFD beat me to Beekeeper. Mainly to spite Knight :P
I think I'll go for Miner, though.
And I'll say "Boozy Dome of Hate" for the name.
Knight - July 28, 2011 09:32 PM (GMT)
Naming format, since the link is somewhat unhelpful. "[Front][Rear] the [Adj 1] [Adj 2] [hyphen compound]-["the" Noun] of ["of" noun]"
I.e. "Boatmurdered the Bloody Annoying Coffin of Screams"
The [Front][Rear] part has a LOT of flexibility, but that's the core component of the fortress name.
ShadowWarriorLuke - July 28, 2011 09:35 PM (GMT)
I'll go for appraiser I guess.
I suck at names so I won't suggest one.
Zap Rowsdower - July 28, 2011 10:12 PM (GMT)
I'll go for Negotiator/Intimidator/Judge of Intent, and volunteer my myriad previous names and alts for cannon fodder.
Knight - July 28, 2011 10:14 PM (GMT)
You know... there's not really all that much use for social dwarves, beyond the Broker...
Zap Rowsdower - July 28, 2011 10:15 PM (GMT)
I can also go for whatever is neccesary, so long as its paradoxially opposed to my general character and disposition.
ShadowWarriorLuke - July 28, 2011 10:31 PM (GMT)
Woodcutter I guess. Then I can blame the filthy inferior humans for cutting down our forests.
Grandmaster Jogurt - July 28, 2011 10:37 PM (GMT)
Social dwarves make good draftees for the military. Especially if all training is done by fighting enemies!
Knight - July 28, 2011 11:35 PM (GMT)
Is nobody going to comment on starting location other than Ou (who wants to ford the goddamn river)? Maaan, deserts suck...
Grandmaster Jogurt - July 28, 2011 11:43 PM (GMT)
Evil, very wild location. Pick something with actual trees though.
mordain - July 28, 2011 11:44 PM (GMT)
I agree with no serene zones; that's just boring. Otherwise... someplace with clay so you can mess with pottery (although knowing DF it just makes useless barter-bait and not anything actually useful, while requiring three separate workshops to make anything), and a river OR volcano, a reasonable number of trees, and an interestingly craggy landscape so that you can do fun things with valleys.
And no bees. Fuck bees.
Ou des - July 28, 2011 11:44 PM (GMT)
The one place I ever found coal without hacking to find it was in a desert. And if you have clay you don't need wood for booze barrels.
Besides, tree and dwarves go together like elves and sense.
Grandmaster Jogurt - July 28, 2011 11:46 PM (GMT)
Clay can get you almost anything glass does except trap components and it doesn't require bags. I don't know if it even requires a heat source if you're not using it to store liquids.
Also, pots/jars etc. are a fantastic new thing to use clay and glass for. No need to deforest the landscape to stock the boozepile so long as you have magma now.
Carmichael Micaalus - July 29, 2011 12:14 AM (GMT)
Name the place Facestab. As far as location, I don't know what the hell any of the locations do. One of the places where the military won't glitch. With hookers. And blackjack. In fact, forget about the glitchy military. And the blackjack as well. Just start the kingdom in a brothel. Named Facestab. Gotta keep it classy.
As far as my last position, I think I filled Bookkeeper, farmer, and brewer since the starting team is 10 dwarves (if you start with Forever Zero we'd have 19 dwarves though since he's 10 dwarves on his own), but if JayDee wants bookkeeping then that's okay. I'd always be willing to take over if he gets too many gems to carve, though, heh.
(Dear Chrome: 'dwarves' is a word. Deal with it. *Shades* Love, CM)
Grandmaster Jogurt - July 29, 2011 12:24 AM (GMT)
| QUOTE (Carmichael Micaalus @ Jul 28 2011, 08:14 PM) |
| (if you start with Forever Zero we'd have 19 dwarves though since he's 10 dwarves on his own) |
FZ should be our entire military.
Every military dwarf has his name.
Algasir - July 29, 2011 12:43 AM (GMT)
| QUOTE (Carmichael Micaalus @ Jul 28 2011, 07:14 PM) |
| Just start the kingdom in a brothel. Named Facestab. Gotta keep it classy. |
I second this.
MFD - July 29, 2011 12:59 AM (GMT)
Shouldercrunch the Forlorn Exiled Compound of Traitors.
Grandmaster Jogurt - July 29, 2011 01:06 AM (GMT)
Frostflakes the Delicious Treat of Kids
Knight - July 29, 2011 01:19 AM (GMT)
Okay, done some looking... any objection to me just jacking the mineral composition of the world up to original levels (before this wonky new mineral distribution system) and then settling in the Untamed Wilds on the edge of a terrifying forest?
Zap Rowsdower - July 29, 2011 01:21 AM (GMT)
Fishbleed the Doomed Abyssal Timesink of Destiny.
edit: no objections here!
Grandmaster Jogurt - July 29, 2011 01:27 AM (GMT)
I hope we get lucky. In my most recent fort there was enough gold sitting in surface veins that I built a lake bigger than my fort out of it and then fought goblins upon its shores.