After the reconnaissance in force, the elves came back with two full regiments of cavalry. While the entire Elvish force was defeated, they accomplished their mission - sowing chaos in the once-secure tunnels. Olin could not keep a grip on fortress discipline; mean-spirited pranks gave way to violent tantrums, and soon dozens of dwarves were dead or injured. Migrants decided to take their chances in the woods rather than risk being drowned in a barrel of plump helmet wine.
Quietly Geshud Olinshukar began consolidated able-bodied dwarves who understood the situation. When Olin had his skull caved in during one of the all-too-regular dining room brawls, Geshud stepped up and took control, and when the Mountainhomes' caravan arrived they found the fortress bloody but productive.
Four months after they left, the elves came back...
( 205 Mid Spring → 205 Mid Spring )
Luckily these are just salmon, not carp. Their sudden appearance in the cistern makes me wonder if I could set up some sort of underwater fishing lake to supplement my food and bone supplies.
- Jurph
There are 10 comments for this map series, last post 2009-03-30
Whiteoak
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Submitted by: Razin - 2009-03-15 to 201 Early Summer
That is an dwarfy entrance hall if I ever saw one.
Submitted by: Salmeuk - 2009-03-15 to 201 Early Summer
This should look like a pretty fortress. . . Continue with the circular designs.
Submitted by: Markavian - 2009-03-16 to 201 Late Autumn
I'd be tempted to wall in around the weapon traps to bottle neck invades into trampling over the spinning short-sword traps.
Submitted by: Jurph - 2009-03-16 to 201 Late Autumn
I've got more swords and mechanisms in production, but I wanted to make sure to place them in the middle first.
Submitted by: magic dwarf - 2009-03-18 to 202 Early Spring
wow, looks like your off to a nice start
Submitted by: Sinergistic - 2009-03-19 to 202 Early Spring
Fav'd your traffic control devices thingy, I'm interested in trying it myself now and seeing how well it works, if at all.
I imagine that once all your dwarves get to legendary (one way or the other) and get perfectly agile, the system would really shine (assuming it works at all) because no dwarf would ever overtake another dwarf.
Submitted by: stoned funeral - 2009-03-21 to 202 Early Spring
Seems like the traffic control needs to be improved. Right now they're just extra one tile wide chokepoints, and depending on where the dwarf enters the level, it's faster for him to go the "wrong" way. I just don't think there's any way to force a dwarf to leave one way and not have others arriving prefer to pathfind that same way. Dwarfs don't collide anyway as long as there's room for them to maneuver, the only time they lose is in moving aside. I'd guess that making hallways wider and spacing the stairs between levels further apart will be much more effective.
Submitted by: Jurph - 2009-03-21 to 202 Late Autumn
stoned funeral, I think you must be right - if a route is fastest from A to B, then it's also fastest from B to A. If a Dwarf comes up through either of the leftmost stairwells he'll probably choose to go left rather than right.
We'll see how it works. I can always dig them out!
Submitted by: Markavian - 2009-03-30 to 205 Mid Spring
What did I say about those weapon traps?
Favourited the main poi for its epic story telling.
[Message edited on 2009/03/30 at 04:52 by Markavian]
Submitted by: Jurph - 2009-03-30 to 205 Mid Spring
The floodgates are controlled from a lever that I placed in the communal bedroom in the hallway above the dorms. I used the last masterwork mechanism that Olin made... luckily during the last caravan visit I had put a bunch of steel trap components on my Narrow GCS Credit Card. The trap jammed about halfway through the invasion, but up until that point it was like an episode of "WILL IT BLEND?" with elves.
[Message edited on 2009/03/30 at 07:45 by Jurph]