

Did I mention that the caravan had several guards? Because they do. The goblins advance on the miserable wooden rampart that is Wallbones. The Dwarven Diplomat is swift for a dwarf, but is eventually chased down and slain. I then re-lock the door and pray for the dumb bastard still outside. All but one survivor is smart enough to understand my order intent and get inside safely.

The goblin attack force (about a dozen hammertroops and a macefighter) decide to chase after the Dwarven Diplomat rather than our citizens! I think quickly and draft all the survivors into a military squad, unlock the Palisade door, then order them to station inside the Palisade. nailbite A lucky break! Well, for us at least. I really hope I don't have to condemn most of the survivors to death so that Wallbones may endure. I did this not knowing the intentions or strength of the goblin attack force, although the caravan and all their guards have parked in front of the Palisade. Right on the heels of the Dwarven caravan, a goblin siege shows up! Fearing the worst, I immediately lock the lone door leading to the Palisade, sealing a lone dwarf inside. And before too long, the prayed-for salvation arrives! HNNNNNNNG IT NEVER ENDS. That said, everybody seems to be barely holding it together so far. Nerves are fraying rapidly, and most survivors are in really bad moods. Right after I take this picture, I order a Trade Depot built so we can actually keep going if we survive to the next caravan. Once the meat is barrel-ed up and stored away, the Palisade can house all the survivors quite safely if uncomfortably. I slaughter one of the survivor's random stray animals and stock the Doomsday Palisade. All the survivors were tasked with carpentry so that the construction and door-making could proceed ASAP. Also visible is the wood stockpile (with most of its contents vomited on), a butcher's shop, and a carpenter's shop. Palisade's up, and the only door can be walled over from the inside in the worst case. Those weapons miiiiight be useful in an absolute last-ditch effort, but I really doubt it. While they're not straight-up training weapons, wood simply isn't a very good weapon material. I also notice a small number of Elven wooden weapons in there.

We might need to nick some of this stuff and sell it for pickaxes if we can survive until the next supply caravan arrives. I found another dead merchant's donkey with a sizable stash of tradeable goods. I Claim the whole pile, and direct the survivors to gather it by the palisade site. This may not look like much, but under the cursor is the salvation of our survivors: a dead merchant's donkey with a big pile of usable wood. I really hope that a trade caravan will arrive soon- this will be a ****TY existence until then. If I can't scavenge any food on the surface, our survivors will need to fish for sustenance. On the river, I designate a fishing/water source area. I assign a meeting area at what will be the interior of the palisade, next to the river. If the Lyrebird Beast's cousin shows up, we're done.
#Dwarf fortress texture pack full
The survivors will be safe from a ground attack if I can build the palisade, but I won't be able to stop a flying attacker without a full roof. It is enough to at least put up a full defensive palisade, make some food storage, and maybe a bit of roofed areas and furniture. After extensive poking around and confirming locations, I estimate that such logs (they have an "F" next to them and are tallied in red next to the log total) come to only 68 logs. What I'm looking for are "Forbidden" logs- they would have been dropped by the Elven caravans, and although they're technically ours now, they aren't available for use. I need to sort out what resources are in the compromised Old Fort and what's out on the surface. Digging through the Stocks screen to figure out our available resources actually isn't that easy. Just a quick update, but perhaps the most important of Wallbones' history. The FreeSpace Universe Reference Project.
