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I'll be a peasant digger. :p
 
Last I knew, ice mining didn't really work. Best bet would be to hollow out a space under a glacier that we can channel magma into, then have some underground cistern for it to drain into.

But of course I shouldn't be telling you what to do. I've never gotten the hang of DF since the last big change, whereas you've been doing absurd awesome things for some time.
 
Last I knew, ice mining didn't really work. Best bet would be to hollow out a space under a glacier that we can channel magma into, then have some underground cistern for it to drain into.

We have no Glacier, unfortunately. We have icy cold, snow (which cannot be moved, and melts without leaving collectable water anyway) and frozen Ponds. We could, in theory, dig out a magma channel underneath a Pond to convert it to water... but that's pointless until we are in a position to PROTECT it.
 
My usual opening gambit these days is find a hilltop and remove the ramps around it for access control and then dig in hopefully laterally. Trap up the access points and drawbridge in the entrance tunnel. It's inelegant but effective. I'm not very good at dwarven military operations.
 
My usual opening gambit these days is find a hilltop and remove the ramps around it for access control and then dig in hopefully laterally. Trap up the access points and drawbridge in the entrance tunnel. It's inelegant but effective. I'm not very good at dwarven military operations.

A good plan if the terrain cooperates. Ours doesn't. The nearest hilltop is quite a distance from our wagon... and marching back and forth dozens of times from one to the other (to move all our junk) leaves us exposed to the local Dwarf-eating uglies, as well as the cold. Also, we need dirt for a farm, and it's confined to the lower slopes of the mountain.

I've dug us in exactly at ground level (so that when we walk out the entry-passage, we are standing at the very bottom of the hill) in order to be close to the sand layer; and I've removed the nearest ramps in order to funnel any potential enemies into predictable approaches. Then (later) we'll trap those approaches and cover them with cross-bow fire.
 
From the Journal of Blue Emu FireLashes - 19th Granite, Year 137.

Well... it's not quite three weeks since we arrived at this miserable hole, and so far we've avoided disaster... knock on rock!

We're getting properly dug in, and both of those clueless chuckle-heads finally seem to have figured out how to swing a Pick. We managed to scrape together enough soil in a small underground chamber for us to mark out plots for our Plump Helmet farm, with enough extra space for some Sweet Pods and a seed stockpile. Connall is in there digging up the soil now, and we hope to have the seeds in the ground by the end of the month.

We've got a drawbridge built at the mouth of the tunnel, although it's bloody useless for defense until we can rig up a lever and some mechanisms so that we can raise and lower the damned thing. At the moment, the inside of the tunnel is a mad-house. As soon as the Miners had advanced the working face far enough, we brought all our precious Booze underground and stacked it along one side of the tunnel until a proper store-room could be excavated. The two Water Buffalo were starting to look a bit peaky... the poor buggers have nothing to eat in this pest-hole... so we threw together a Butcher's Shop and a Tannery as soon as enough stone had been moved to give us space for them. The Buffalo have been converted to Buffalo Burgers; but I hope Lord Strange gets off his arse and tans those hides soon... they are really starting to stink.

I've set up a Mechanics Workshop in the last remaining patch of open space in the entry tunnel; we'll need Mechanisms for the levers, the drawbridge and also for the field of Traps that we're planning to lay down just outside. I've got the Miners digging out store-rooms and workshop areas now... hopefully in a week or two we'll be able to move all this crap out of the entry tunnel and stack it up properly, out of the way.

We're all still sleeping in the bloody dirt and eating standing up, because the most urgent jobs haven't left us time to dig out bedrooms or a dining hall... let alone set up a Carpenter's Shop and a Mason's Shop to build the Beds, Tables and Chairs. I'll be Gods-damned glad when we can finally put some doors on this rat-hole. Maybe that will keep out the cold.

The biggest surprise has been the local wild-life. It's been very quiet. The nastiest thing we've seen near the Fort so far is a herd of Yaks. That sort of luck can't last... I won't rest easy until we have a functioning drawbridge and some solid stone doors blocking the entrance. Up 'til now, our main "defense" has been those six pet snakes that we brought along, pastured right outside the door to serve as an early warning system. We're Gods-damned lucky that nothing really nasty has come along... those snakes would get in one good bite each, and then they would be just a quick snack.
 
Who brought pet snakes to a frozen hellscape? Poor cold blooded things must be miserable.

Any chance of a screenshot of the map?
 
Who brought pet snakes to a frozen hellscape? Poor cold blooded things must be miserable.

Any chance of a screenshot of the map?

I'll put up some screen-shots tomorrow after classes... I've got to hit the sack now. Didn't sleep a wink last night, and I have a full schedule of classes again tomorrow.

I brought six Helmet Snakes along for exactly this purpose. They only cost 26 bucks each, and they are aggressive and have a paralytic poison bite; so they have a decent chance of mobbing and incapacitating any ONE creature that comes along. Naturally, they're very easy to kill, so they are useful mostly as an early warning system. I don't expect them to last through a real battle, but they might keep us sort-of safe-ish until we have the drawbridge and doors finished.

Dorf me as Tapscott, jack-of-all-trades, master of none :p In other words, I'll take whatever Dwarf spot is left :D

You are now fourth in line for an immigrant Dwarf.
 
I'll put up some screen-shots tomorrow after classes... I've got to hit the sack now. Didn't sleep a wink last night, and I have a full schedule of classes again tomorrow.

I brought six Helmet Snakes along for exactly this purpose. They only cost 26 bucks each, and they are aggressive and have a paralytic poison bite; so they have a decent chance of mobbing and incapacitating any ONE creature that comes along. Naturally, they've very easy to kill, so they are useful mostly as an early warning system. I don't expect them to last through a real battle, but they might keep us sort-of safe-ish until we have the drawbridge and doors finished.



You are now fourth in line for an immigrant Dwarf.

With my luck the 4th immigrant will be a hopeless noble :p
 
Dwarf me! Glassworks, metal or stone for preference.

Also I could take a go as overseer. I haven't played much since around when mine carts go put in, but never mind that.

Also water is for elves. Stop worrying about that and brew some ale.
 
I'll be Jebediah Dwarven, first space-naut for the Dwarf race. That is, if you ever implement the DF Space Program. If not, I'll have something military. Spear-pusher or bow-thrower or axe-poker or something like that.
 
Has anyone been round to the necromancer and invited him over for a cup of tea? It's not because he raises the dead that he's necessarily evil.
 
I would like to be a smith or crafter of some kind in this game.
 
All have been added to the waiting lists.

Both GaiusC and von_Rundstadt have picked up enough skill to become Miners (ie: no longer Peasants), while Tonkatoy5 has learned Mining and Noco19 has learned Lumberjacking.
 
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Yeah me!

"Wörk, always wörk, wörk harder than ever"
 
If it's OK, I'll dorf up, too. Mechanic or the like if we get one, but any immigrant is fine. ^_^