Settlements

Wednesday, February 8, 2012

Underhive Settlement Spring and Summer


Early Spring
Our hunter Kubuk has already managed to hunt, butcher and skin 3 large rats. We are sure that hunger wont be a problem come winter. Excavations have started in a nearby ream of soft rock. Enough space for the Water Still until a better place is found.
"Although there are no natural seasons in the underhive, it does have its own unqiue variety of weather. The meter thick skin of a Hivecity acts as a heatsink, while the Geothermal taproot in the centre is a constant source of heat. In the semi-sealed environment of the lower hive, moisture and wind patterns form. Dangerous patterns." 

Mid-Spring
Having run out of smaller creatures, our hunter has begun stalking a local Wild Grox that has been harrassing our herd. Instead ive conscripted him as our first Settlement Guard. He has been tasked to watch over the Water Still while the new lodgings are secured.
"The Grox is a large reptile beast of burden. Used on almost every imperial world due to its high environmental tolerances, it is no wonder they have adapted to life in the wild underhive regions. They may seem scared of your hivers, but be warned they are prone to fit of violent rage"

Late Spring
TRAGEDY HAS STRUCK THE SETTLEMENT!

"As he entered the now dark cave, Kubuk heard the sound of a creature rumaging about. He has been sent to collect the last few buckets of Purified Water that were left after the move. Clutching his autogun reasuringly, he moved deeper to investigate. 'Ere a Wild Grox, obviously lost in the cave, was investivating some discarded items."

After we moved into the new secure lodgings, a Wild Grox was curiously exploring the old dig site. Not knowing this our Hunter and Milita captain, Kubuk was attacked and killed while attempting to retrieve one of the last items.

His lover Bembul has volunteered for miltia duty. She was the one who found the body. Perhaps she will seek vengeance on the foul creatures of the underhive!

"Kubuk fired his autogun to drive the creature away, but this only ignited the creatures survival rage. Stupid! never back a Grox into a corner. The huge creature roared and charged at Kubuk, who only managed a single shot before being trampled and killed"

Early Summer
A Giant Cave spider has begun moving around between the old and new settlements. Stupidly one of the Drillworkers has fallen asleep nearby so I've sent our new milita commander, Bembul down there to keep watch until he wakes up...

"On her patrol, Bembul had time to think. Perhaps not think so much as grieve. She had come here with her partner Kubuk to get a fresh start, but all that had been taken away. Now she only had the comfort of her autogun. She lined up the sights on a giant spider that was sculking around nearby, and was shocked to see one of the lazy Drillworkers napping against a nearby cliffface." 

All seems well, Bembul and the stupid miner returned to the settlement proper. I've told everyone the area around the old diggings is off limits, even tho it pains me to leave Kubuks old Autogun lying around over there. Once we have fresh labour from a migration wave, I'll set the area to be cleared out.



Now to organise a proper burial for the first honoured hero of our new home.

Monday, February 6, 2012

Underhive Mod

Destroid and I are currently in the process of putting together a working build of our Dwarf Fortress Underhive Mod. Its nearing completion and already some interesting events are possible in game.
Teaser pic Destroid made
Today I finally managed to make wild creatures aggressive. This morning I had a Giant wolf spider attack my herd of Grox. The Grox Bull bit the legs of the spider one at a time, each time latching on and then tearing the leg off.

The new reactions are now grouped together into a couple of workshops so they are easier to find. One goes near your farms and takes care of fertilizer and plant based jobs. 


Saturday, July 23, 2011

Summer and Spring

End of Summer Report

Golden Tower begun
Second barracks and dorm complete
Barracks and Archery Range for our milita
Smelting Hall complete
Craft Hall complete
Residential Wing complete
Tombs begun
Arena planned

A quiet season. No combat to report although 3 of our melee milita squad died of various mundane things

End of Autumn Report

Arena begun
Tombs nearing completion
Golden Tower Complete
Also widened the wolf deterrent pit...

Opal Crab defeated
It really didn't put up much of a fight

Forgeworkers quarters complete
Strange that so many dwarves were idling around this area when I took this shot!

Friday, July 15, 2011

Spring

15th Granite: Ive sent the new ranged combat unit to snipe at the goblins loitering near the entrance. They did very well killing 7 goblins. Several of them did not collect equipment before entering combat.

19th Granite: We overheard the screams of migrants arriving. The milita was dispatched to chase away the remaining goblins. We only lost one of the new ranged squad to a lucky iron bolt. We saved 20 migrants from the goblins evil clutches! Lucky becasue I felt we were lacking in labourers once I filled the squads with new troops. Three with promise have been drafted into the ranged combat squad, the rest have been assigned to the lower classes

1st Hematite: The elves came to trade. We took almost everything they had for two golden bins full of crafts. They complained and expected 3 bins full but after a much smaller counteroffer they accepted. Due to some work at the entrance they are currently unable to leave.

An artifact has been created: The Strapping Tornado
End of Spring report
Puppy School and new Hospital

New hospital complete (needs soap and plaster)
Puppy School complete
Kitchens complete
Stills complete
First barracks dorm complete
Second barracks and dorm begun
Smelting Hall begun
Craft Hall begun
Residential Wing planned
Tombs planned
Arena planned

Thursday, July 14, 2011

Planning for hours!

After arriving here again I spent the first few days just correcting problems with the current organisation. Heres the shortlist:


  1. GOLD BINS/BARRELS... what in the hell... actually thats not a bad idea.
  2. The huge area next to the farm... stopped production of it until i figure out what it was for
  3. Magma smelters.. I'm SURE someone burned to death doing it this way (uncapped magma tiles allowing creatures to venture in)
  4. Labours were set almost randomly on most dwarves, except for a select few with special titles, who also were forced to do menial tasks. Created custom professions so that important dwarves dont do hauling and cleaning tasks.
  5. Militia squads filled and scheduled. Soon they will be able to deal with the goblin incursion
  6. Stockpiles were completely removed from the whole fort
  7. Seeds were stored somewhere, placed a special stockpile near the farms
  8. Forbid most of the items in most areas until they are sorted.
  9. Dumped *=[a lot}=* of items that were cluttering workshops
  10. PUPPIES! Oh my lord we have some puppies (see solution below)
  11. Set our melee soldiers to train war dogs in their downtime
  12. Hauling jobs were not getting done. We now have 5 dedicated haulers and soldiers will help when not training
  13. BINS! We had so many stockpiles that require bins. New stockpiles have been selectively bin-capped
  14. Drinks to be scattered throughout the fort to facilitate faster drink breaks
  15. Nowhere suitable to take freshly harvested plants. Plants were rotting in the fields. Also nothing but plump helmets were being grown.
New projects I have designated:-


  • Dormitory Wing attached to the first barracks
  • A second barracks for our new ranged combat unit, with attached dorm wing
  • Level 2 of our bedrooms for regular dwarves
  • A much nicer residential wing for upstanding citizens
  • Crafts Hall expansion, with extra storage for materials
  • A smelting hall to handle 6 dedicated Smeltdwarves
  • Puppy School breeding rooms
  • Kitchens! with adjoining dedicated food industry processing rooms
  • Dining Hall upgrade to include some of the GOLD we have in excess (Also stockpile management)
  • A separate living area for Forge workers (with food and drink available)
  • Tombs for the more privileged class
  • Arena area to use up captured untrainable creatures
  • Guard Tower for the topside entrance

Monday, July 4, 2011

Kobold Camp Files 191

Clicky Here - Spring 191

I think Steve wanted to do this one next

Winter

Winter has come. We had some military drills today to see how long it akes our new cave guard to gear up and get to the guard towers. The answer is too long. Ive ordered them to carry their equipment all the time to reduce response time. There are more guard towers on the way but going is slow becasue some schmuck built stairs instead of fortifications!

Winter is almost over and I have sent our warband down into the catacombs to search for water. While there are many alcoholic drinks available, fresh water is a real concern for more than half the year.

Before the warband could group together a Cave Crocodile attacked one of the stragglers! 
The Cave Crocodile approaches Jreebis, the best woodcutter in the fort
Three brave 'bolds were slain to kill the creature and many more injured. Shalger the Warband leader showed up just as Tlotilgus, a clayworker, killed the creature. The survivors named the creature Naquinalari. Its corpse weighed in at 721* (A kobolds corpse weighs just 18*). We shall have its body placed on display in the fort!

The aftermath. Three dismembered 'bolds and a barely dead crocodile

Among the dead:
Brokokostlulin, right upper leg torn off
Blunger, left lower leg and right foot bitten off
Jreebis, right lower arm bitten off, other parts thrown into the lava pool.
Then Shalger noticed the warband was standing in an area covered with GIANT cave spider silk.. they left in a hurry only stopping to carry the corpses away. On the way out they had to deal with a GIant Bat and a Large Rat, suffering only minor wounds.

The warband has also uncovered a curious structure under the magma. Im not sure how they detected it as it is quite deep! Shalger our warband leader already wishes to unearth it and harvest its unknown riches.
[Shalger is our legendary miner who carved out the entire cave so far, and is female]

Spring is here. The underground defences are not yet complete and our overland watch towers are not fully linked. The diplomats seem to be ignoring me and have not told us what we need to provide next year. I'm tempted to lead them into the catacombs and see if it motivates them. We have no hospital for the wounded kobolds but I think they will survive.

[A few things of note for the next administrator. We CAN dig through obsidian, but no rock. Naquinalari's corpse is being carried by Blugkublamin, a Thresherbold. If we want to make something cool from it we need to forbid the corpse once it is placed, or butcher it and then forbid the created items. Feel free to make whatever from them but I would feel sad if it turned into something crappy like leather bags and bone crafts. We also need to have the diplomats do their thing or I fear there will be no caravans next year. Not sure where I was going with the cave design as we need a dining room. But thats no longer my problem. Neither is that loads of kobolds seem unhappy for no apparent reason. Good Luck with our cute and squishy charges.]