A normal Buckler is a small sheild that you hold by placing you're arm through two loops the first loop being at your wrist and the second being just in front(Towards your hand) on your elbow, generally designed for light soldiers(And/or Hoplites) and is essentially the best in very basic defense(If made well.)
It covers most of your upper body(Excluding your head unless you hold it up there, then it's excluding your abdomen.) and is supposed to have some large metal bits on the front(It's usually made from wood although it can be made from pretty much any moldible material.) so you can hit people with it.
But why he's asking the cook for them I don't know, unless that cook also has some smithing skills...
Cooks also deal with leatherworking in my games, which means they can make bucklers out of leather. I don't specialize my dwarves as much as other players. This means that overall the quality of most products is lower, but I don't have dwarves sitting around doing nothing aince their specific talent is not needed at the moment.
I have just read the entire thing in the last few hours. All i have to say is this is freaking awesome.
Every single time i play DF i always get discouraged one way or another. But no matter what i always come back to it. It looks like that this is going to be one of those times.
I always love reading about everyone's awesome DF adventures, pretty much the only ones i got is everything being stolen/killed by an absurd amount of Mandrills and failing to make muddy ground for a farm. But still this game is just awesome.
Please keep doing these as i will certainly be back often =D
They're shields. You get people doing stuff outside their specialty sometimes. His woodworkers were probably busy doing other stuff, and unless you've got someone who's really, really good at woodworking, it's easier to just get some random guy to do it.
They're shields. You get people doing stuff outside their specialty sometimes. His woodworkers were probably busy doing other stuff, and unless you've got someone who's really, really good at woodworking, it's easier to just get some random guy to do it.
Yes, I don't specialize most of my dwarves. Cooks are probably the least specialized, as they handle tons of minor professions (fish dissection, butchery, cooking, leather working, soap making, lye making, plant processing, etc.). Assigning dwarves to solely follow some of those tasks always felt silly to me. I don't need a legendary soap maker pumping out soap every two seconds. I don't have the materials needed to do that, and there's little benefit to doing so anyways. So why have a dwarf dedicated solely to soap making when he could be doing other things?
Okay, the parties are starting to get out hand. They're not even celebrating something anymore. They're just partying for the sake of not working. Also I think one the soldiers seized some "special crop" from the elves when they took their cloth. If Momuz finds out about that someone's going to get court martialed.
3rd Galena, 1053, Late Summer
Why? Why do I need to be reminded of this? Every time I walk through the deep roads I get to see this image. What the hell is Goden's problem?!? It gets worse to.
I mean come on. I need a drink, this is depressing.
7th Galena, 1053, Late Summer
Stonesense Version [http://img141.imageshack.us/img141/981/kennelsense.png]
I've had the kennels moved into the fort itself as they were blocking a significant chunk of the main entrance. I would have put them in the production center, but they take up more room than the average workshop so they required their own separate area. Besides, I plan on building the animal stockpile and breeding chambers nearby, so this works out in my favor.
One of the mechanics complained about the potential danger of handling large animals whilst walking across a narrow pathway over an ocean. I can see why this might be an issue, but oh well, too late to do anything about that now! Someone suggested that we add safety walls to prevent dwarves from falling out, but then we wouldn't be able to see the pretty ocean! I'm sure nothing will go wrong anyways.
14th Galena, 1053, Late Summer
The mechanics informed me that one of the cave krakens they caught was pregnant. I asked how they knew this, and they told me that it had apparently given birth to several little krakenlings in its cage.
Aw, they're so cute, huggable, and oh so adorable. Those little beady eyes are so warm and inviting that you almost forget that they are capable of killing dwarves when they grow up.
I also hear they taste pretty good. Cave kraken veal is a delicacy.
18th Galena, 1053, Late Summer
It seems that the humans have sent another caravan. At least we can be glad that we haven't managed to anger them. They probably have some decent bronze equipment we could purchase, assuming they don't mind receiving several bins worth of stone crafts. Hopefully they will also have some decent medical equipment. Ingiz ate more tools while I wasn't looking so I've had to improvise when it comes to treating patients and...
Well it's not exactly working out.
22nd Galena, 1053, Late Summer
Okay, this is odd. While the humans were crossing the bridge, they bumped into a kobold thief attempting to sneak into Reveredtour.
The kobold, not wanting to end up skewered on a bronze spear, fled in the only direction he could find; down. Down into the moat where the kobold could only flail helplessly before slowly drowning.
Or at least that's what SHOULD have happened. Instead, the thief just landed on the ground and knocked himself out. Somehow the moat has yet to fill up. I don't get it! There's a river pouring into it and somehow it has yet to be filled. Call me crazy, but I think the water might be drying up before it can even reach the far end of the moat! How is that possible!?! Do I have to divert the ocean into the moat to get it filled?!?
24th Galena, 1053, Late Summer
Okay everybody needs to calm down! It's just a kobold! Even if it could reach you, it would just run away in fear! Jeez, if something important was happening I wouldn't be able to hear it over all this screaming!
1st Limestone, 1053, Early Autumn
Ah, autumn. Autumn is a lovely time of year. The temperature starts to lower, a cool breeze flows through the wastes, and everything becomes calm and quiet.
Or at least it would be if the stupid little kobold would just go away! DROWN YOU BASTARD!!!
WHY WON'T THIS DAMN MOAT FILL UP ALREADY!??!
3rd Limestone, 1053, Early Autumn
I finished meeting with the human merchants. Overall they seemed very pleased with the trading, apparently not minding the fact that we just dumped a bunch of stone crafts on them. In exchange we received various goods, ranging from plants to weapons. Oh, and a lot of leather. I am trying to ensure that we maintain a large stockpile of leather, so that we can avoid the worst potential crisis of them all; not being able to make bucklers. I shiver at the mere thought of that.
Wait, I just realized something. What good are nice bucklers when you don't have a good pair of gloves to wear while you hold one?
4th Limestone, 1053, Early Autumn
I...I'm not a very good doctor...
Dammit, maybe we do need some soap.
7th Limestone, 1053, Early Autumn
Gah, more screaming. Though apparently it isn't about the kobold. This screaming is coming from haven, so it couldn't be about the kobold living in the moat. Well, I'm sure it's not a problem.
Wait, what am I saying? Last time screaming came from haven it was about a deep kraken. Oh god, where the hell is Momuz?
Goddam. You're an evil modder to create such an abomination.
Kobolds have the [CANLEARN] tag, right? You might want to sent some ranged dwarves to take care of it before the bugger learns to swim.
Reminds me of the time I built walls around an elven settlement to create the first aquarium specializing in the species Arbore sodomy, only to have them escape drowning due to the low speeds of filling it up via pumps next to a nearby brook. Just use the ocean to fill the moat up quickly? Given the nature of this game the next question sounds like I joke, but I'm being totally serious here: What could possibly go wrong?
On a final note, squids have been officially sponsored. Soon the humble cephalopods will grace everyone's oceanside forts.
If you use the ocean, make sure to stick a fortification in front and behind (and possibly a floor over) your floodgate so nothing smashes it. I would use two floogates, but it's not like it could overfill.
Yes they do (they also have [LIKES_FIGHTING], which honestly surprises me). However, I doubt the bastard will become a legendary swimmer before he drowns. And even if he does somehow manage to survive, all I have to do is pit the cave krakens and giant toad into the moat and he will be torn to shreds. Also I didn't mention it in the update, but a warthog somehow managed to get into the moat as well.
As for filling the moat itself, I'm going to wait a bit and see if the river makes any progress. If it becomes clear that it somehow can not fill in the moat on its own, I'll just have to cut a new river through the ocean cliffside and into the moat. The amount of water coming from the ocean will fill the moat without question. I didn't want a giant gash running through the wastes in front of Reveredtour, but what can you do.
Let's Play Dwarf Fortress: Mutilating the Environment for Fun and Profit.
The moat is pretty wide. I'd guess it will eventually fill up on it's own, much like certain forts of mine.
You've had pretty bad luck to not get any skilled doctors. I'd generally advise bringing a decently skilled doctor on embark, but I'd have expected one to show up by now.
The moat is pretty wide. I'd guess it will eventually fill up on it's own, much like certain forts of mine.
You've had pretty bad luck to not get any skilled doctors. I'd generally advise bringing a decently skilled doctor on embark, but I'd have expected one to show up by now.
I did get one slightly skilled doctor, but they had higher skills in more important things so I didn't make them into a doctor. Honestly I think the real cause of death at the moment is the lack of soap.
Okay, apparently the workers down in haven are being terrorized by some freaky fish monster. At least it's not another deep kraken.
Kraken's notes: Crawling carp are a serious threat to your dwarves. They almost always hunt in groups, and are capable of going into ambush mode to hide their numbers. Any dwarf attacked by a crawling carp is likely to be attacked by its kin as well. Civilians have no chance of surviving, and military dwarves need to have allies backing them up otherwise they will be overwhelmed. Also, the sucking blood part isn't flavor text.
I'm not panicking just yet. For one the fish thing is apparently a zombie, which means it moves at the pace of a snailman. I was looking for Momuz, but then I remembered that he and the Immortal Rags are enjoying a mandatory swimming session. I guess the Steamy Tours can handle this. It's just one fish zombie.
While the military cleans that mess up, I'm going to have the diggers start carving a path to the ocean. This moat needs to fill up now.
9th Limestone, 1053, Early Autumn
Okay, it's been 2 days. How have they not killed that dumb fish yet? This is starting to get on my nerves. If Alath wasn't swimming, that zombie would have been reduced to a pile of dust already. And what the heck is that noise?
Really? This isn't exactly the best time to throw a party.
10th Limestone, 1053, Early Autumn
The Steamy Tours finally made their way down to haven to fight the zombie fish. Based on the detailed description one of the soldiers gave me, I'd say it was a crawling carp. Normally you don't see them hunting alone, though I guess turning into a zombie causes their behaviors to change. Anyways, despite all the weapons we've bought from the humans, there still isn't enough to arm everyone. So most of the soldiers in the Steamy Tours had no choice but to punch and kick the zombie carp until it vanished.
Crisis averted. Now the only thing interrupting work is all the pointless parties. Though I have to admit, complaining about the dwarves partying makes me feel like a jerk. I suppose that's why I haven't broken up any of them yet.
15th Limestone, 1053, Early Autumn
My god, last night I had a horrifying dream. One so twisted that even writing about it now makes me cringe. It's one of the worst things imaginable.
WHAT IF WE LOST OUR BUCKLERS?!?!
I must do everything I can to ensure that this never happens. I've placed a ban on the export of bucklers. From now on, selling bucklers is met with the punishment of a hammering from Goden. Now, one might think this is odd as I'm in charge of trading. This is merely to ensure that nobody even gets the idea of getting rid of the bucklers in some way. You can't be to careful!
20th Limestone, 1053, Early Autumn
Ugh, why won't this kobold just die already? At least the diggers finished connecting the ocean to the moat, so now it should finish flooding. Though knowing my luck this won't work.
22nd Limestone, 1053, Early Autumn
Hooray, more migrants! Reveredtour is always ready to welcome more dwarves! Hopefully they won't mind the kobold running around in the moat. Speaking of which, I found out why the dwarves are so scared of him. I was walking over the bridge when he started pelting me with sharp rocks. Apparently he knows we can't reach him down there, and now he's just taunting us. One of those rocks almost hit me in the eye!
28th Limestone, 1053, Early Autumn
I don't believe this! The moat still won't fill up! I have to think of a way to divert even more water into it. Ideally without cutting up even more of the wasteland surrounding Reveredtour. Hm, I suppose I could create another river to the ocean underground. I don't really have many options at this point.
2nd Sandstone, 1053, Mid-Autumn
I'd say my diversified livestock program has been a great success so far. Already Reveredtour has huge variety of meat in it, allowing Rovod and the other cooks to prepare some truly wonderful dishes!
I doubt anyone back in the capital has experienced a clownfish roast before! And who knew you could make this many things with tallow alone?
6th Sandstone, 1053, Mid-Autumn
I'm proud to say that we have finished building the first breeding chamber of Reveredtour! These breeding chambers are important to our diversified livestock industry, as they allow for simple and effective management of our livestock.
So far only the chamber for cave krakens has been constructed, but it will serve as a template for all others. It's rather simple really. A breeding pair of a given species is chained up in the corner of each chamber. This allows them to reproduce without wandering randomly across the fortress. Subsequently, any offspring cannot leave the chamber as the door is locked. The offspring can be put into the cage, were they will either grow up or wait for the arrival of a butcher.
At least this design works, unlike that stupid moat which STILL WON'T FILL UP!!
9th Sandstone, 1053, Mid-Autumn
Wow, what luck! We managed to catch and tame another giant toad. This alone is great, but it turns out it was male as well! This means we have a breeding pair of giant toads!
Now we can have a moat filled with cave krakens and giant toads! Or at least we could, if it would FILL UP ALREADY!
15th Sandstone, 1053, Mid-Autumn
I just had a brilliant idea! We have a number of zombies caught in cages, with no use for them due to the aforementioned undead status. However, why not use them to kill that stupid kobold? Who cares if they get hurt falling into the moat, their zombies! It's genius!
16th Sandstone, 1053, Mid-Autumn
Dammit, don't let it out of the cage yet! Wait until you're next to the moat! WHY CAN YOU NOT PREFORM SIMPLE TASKS?!!?!
21st Sandstone, 1053, Mid-Autumn
I HAVE HAD ENOUGH OF THIS THIEF!!
I want every fucking soldier down in that fucking moat chasing that fucking thief until he dies! I don't know, some digger or mason will create a path down there. Not like there's any danger, since the DAMN MOAT WON'T FILL UP!!
Ironically, if this kobold had the ability to fly it wouldn't have been nearly as annoying, as it would have just flown out of the moat rather than run around inside it for months.
Ironically, if this kobold had the ability to fly it wouldn't have been nearly as annoying, as it would have just flown out of the moat rather than run around inside it for months.
This is why I normally have a floor hatch thing that you can use to get out of my moats with. Or let out enemies if they're still alive.
I don't know if building destroyers can go down stairs onto a floor hatch and destroy it, but I'm not giving them the chance by making both the entrance and exit up. That way I don't die. Usually. Hopefully. Maybe.
Ironically, if this kobold had the ability to fly it wouldn't have been nearly as annoying, as it would have just flown out of the moat rather than run around inside it for months.
This is why I normally have a floor hatch thing that you can use to get out of my moats with. Or let out enemies if they're still alive.
I don't know if building destroyers can go down stairs onto a floor hatch and destroy it, but I'm not giving them the chance by making both the entrance and exit up. That way I don't die. Usually. Hopefully. Maybe.
I didn't want anything getting in our out of the moat, save for being thrown in by haulers. That way the animals would stay in the moat rather than swim out. This wouldn't have been an issue if the DAMN MOAT WOULD FILL UP ALREADY!
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